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Tyron

VS Team (Lead)
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  1. 1.18 stable will very likely bring automatic ingame documentation of all commands
  2. Dear Extraordinary Survivalists v1.17.11, a stable release, can now be downloaded through the account manager. Version 1.18 still will take some time - here are a few important bugfixes for 1.17. ... Plus one new major release! @Th3Dilli has been hard at work upgrading our codebase to the latest .net framework. This has the potential to yield a significant performance boost for free, since .net 7 compiles to native code! It is currently an experimental build that we invite you to try out and see if there are any issues with it. Please download it from info.vintagestory.at/v117-net7 Aw, no 1.18 yet Indeed. The main story event is a very large undertaking - in need of several new smaller systems to make it all work. We'd also like you to have a complete lore experience already from the first pre-release, as well as try to minimze world gen changes during pre and rc releases, which means we need to prepare better. That being said, the light at the end of the tunnel is getting brighter, so to speak. Although estimating release dates for games and software are notoriously hard, I still believe we have a good chance to get 1.18 to a rc.1 state within Q1 2023, as mentioned in the previous post. Do keep in mind though, rc.1 is not a stable version. Screenshot by nebux#0287 as shared on discord Game updates in 1.17.11 Fixed: Rotating a chiseled block broke its side solid properties Fixed: Hacked locusts despawning in some cases Fixed: When attempting to join a modded server, mod load errors are no longer silently ignored and instead the game stops and displays an error Fixed: Game crashing when clicking buy/sell in the trader dialog then quickly switching tabs Fixed: Lightning rods not working on chunk reload Api Fixed: Compatibility lib no longer working for json patches Api Fixed: Exception thrown by the Compatibility lib on some patches Api Fixed: Barrel content names not respecting mod domain Api Fixed: Barrel recipe ingredients with a wildcard threw an exception if no wildcard name was defined Api Fixed: FakeDictionary.Clone() not working correctly View full record
  3. Dear Extraordinary Survivalists v1.17.11, a stable release, can now be downloaded through the account manager. Version 1.18 still will take some time - here are a few important bugfixes for 1.17. ... Plus one new major release! @Th3Dilli has been hard at work upgrading our codebase to the latest .net framework. This has the potential to yield a significant performance boost for free, since .net 7 compiles to native code! It is currently an experimental build that we invite you to try out and see if there are any issues with it. Please download it from info.vintagestory.at/v117-net7 Aw, no 1.18 yet Indeed. The main story event is a very large undertaking - in need of several new smaller systems to make it all work. We'd also like you to have a complete lore experience already from the first pre-release, as well as try to minimze world gen changes during pre and rc releases, which means we need to prepare better. That being said, the light at the end of the tunnel is getting brighter, so to speak. Although estimating release dates for games and software are notoriously hard, I still believe we have a good chance to get 1.18 to a rc.1 state within Q1 2023, as mentioned in the previous post. Do keep in mind though, rc.1 is not a stable version. Screenshot by nebux#0287 as shared on discord Game updates in 1.17.11 Fixed: Rotating a chiseled block broke its side solid properties Fixed: Hacked locusts despawning in some cases Fixed: When attempting to join a modded server, mod load errors are no longer silently ignored and instead the game stops and displays an error Fixed: Game crashing when clicking buy/sell in the trader dialog then quickly switching tabs Fixed: Lightning rods not working on chunk reload Api Fixed: Compatibility lib no longer working for json patches Api Fixed: Exception thrown by the Compatibility lib on some patches Api Fixed: Barrel content names not respecting mod domain Api Fixed: Barrel recipe ingredients with a wildcard threw an exception if no wildcard name was defined Api Fixed: FakeDictionary.Clone() not working correctly
  4. Crowdin translations will be uploaded once pre.1 is out. And yes, 1.18 is not ready yet.
  5. If you are getting a TLS/SSL error in your client-main.txt, then, according to Google this could be several causes: - Incorrectly configured proxy or Firewall - You are using Windows 7 that is missing the TLS 1.2 update (https://support.microsoft.com/en-us/topic/update-to-enable-tls-1-1-and-tls-1-2-as-default-secure-protocols-in-winhttp-in-windows-c4bd73d2-31d7-761e-0178-11268bb10392)
  6. Dear Extraordinary Survivalists v1.17.10, a stable release, can now be downloaded through the account manager. Version 1.18 will still require quite some more work before we can release it, let alone become stable. In the meantime a few notable bugfixes have been accumulated that make another 1.17.x release worthwhile. Screenshot by nebux#0287 as shared on discord Game updates Tweak: Updated community translations. New translation added: Korean! \o/ Tweak: Added ability to fix the invisible creatures glitch on Intel HD 4000 cards by setting the "maxAnimatedElements" configuration in the clientsettings.json to 34 Tweak: /debug ci now prints block and lights pallete size for debugging purposes Fixed: Auroras and rust world machines gears not visible on integrated graphics (and spamming errors in the logs) Fixed: Potential bug with shadows on grass/flowers with instanced plants enabled Fixed: Random ghost particles popping in and out of existence around other particles Fixed: Prevent invalid/corrupted fruit trees from crashing the game Fixed: Weather events (thunder&lightning as well as hail) never appearing in some worlds / areas Fixed: Repair mode not working on corrupt chunks during snow update Fixed: Server side Exception spam caused by ghost mycelium blocks in some rare cases Fixed: Server side Exception spam caused by the rope system in some cases Fixed: Liquid dupe issue with modded liquid containers Fixed: Broken textures when chiseling peat, cob or clay Api Fixed: CompatibilityLib system not working properly View full record
  7. Dear Extraordinary Survivalists v1.17.10, a stable release, can now be downloaded through the account manager. Version 1.18 will still require quite some more work before we can release it, let alone become stable. In the meantime a few notable bugfixes have been accumulated that make another 1.17.x release worthwhile. Screenshot by nebux#0287 as shared on discord Game updates Tweak: Updated community translations. New translation added: Korean! \o/ Tweak: Added ability to fix the invisible creatures glitch on Intel HD 4000 cards by setting the "maxAnimatedElements" configuration in the clientsettings.json to 34 Tweak: /debug ci now prints block and lights pallete size for debugging purposes Fixed: Auroras and rust world machines gears not visible on integrated graphics (and spamming errors in the logs) Fixed: Potential bug with shadows on grass/flowers with instanced plants enabled Fixed: Random ghost particles popping in and out of existence around other particles Fixed: Prevent invalid/corrupted fruit trees from crashing the game Fixed: Weather events (thunder&lightning as well as hail) never appearing in some worlds / areas Fixed: Repair mode not working on corrupt chunks during snow update Fixed: Server side Exception spam caused by ghost mycelium blocks in some rare cases Fixed: Server side Exception spam caused by the rope system in some cases Fixed: Liquid dupe issue with modded liquid containers Fixed: Broken textures when chiseling peat, cob or clay Api Fixed: CompatibilityLib system not working properly
  8. Dear Extraordinary Survivalists v1.18.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies"). Phew, what a journey that was to get here - particularly the last 2 weeks got quite hectic for the team, probably the single largest combined undertaking in the game's history. Our efforts were fruitful - our first main story event is here: The Resonance Archives. I believe we've managed to create a magnificent experience - I think most players will be dazzled by the experience To discover the archives, a vast underground structure: create a new world and find a Treasure Hunter trader. He will request from you a bronze tool, and in return will give you a map of the approximate location (he's not necessarily fully reliable on this). Assuming you found it, before you venture in, make sure to be well prepared - with good armor and provisions. Please note: In pre.1, some aspects are a work in progress. Some things will still get changed notably. Some things will receive more polishing. There is also still a low chance that random world generation elements will prevent you from completing the entire story event, such as stalagmites getting placed at just the wrong spot. In those cases, doing the event in another brand new world should let you finish it. What do I do in the Resonance Archives? For now, we will leave it up to you all to figure out all its inner workings . Feel free to ask for help in the community though, such as #gameplay-help on our discord server, but please use spoiler tags. The VS Team would love to see your first reactions on a Let's play or Stream! Also, we highly recommend you enable music and stay in survival mode (gear up from creative inventory if you must) while exploring the Resonance Archives, to get the full experience. Optionally with earphones/headset for an extra level of immersion. Is that all? Nope, there's also tons of other goodies in this update. World generation got some massive upgrades. I personally can't get enough of 1.18 world generation and feel myself compelled to do another play session with my family once 1.18 is stable. Rafts and Gliders add new dimensions of movement to the game. The writing system lets you create your own lore Over 1000 new blocks and items added (in Creative mode, 5470 available blocks and items -> 6509) There's something for everyone! \o/ What about mods? In this update I was a bit more liberal when it comes to API changes with the potential to break 1.17 (or older) mods. This is for the benefit of more functionality, and future-proofing with a cleaner API and assets structure. Some coded mods may work if simply recompiled against the 1.18 API. For others, we believe that simple multi-file search&replace edits should generally be enough to get your codebase working on 1.18 again (Notepad++ works well for that, btw). I have aimed to list all the API changes in the changelog, as always. Modders, please let me know in the #gamedev channel on Discord if there are significant difficulties in updating your mods to 1.18 - some breaking changes can be expected, it's a preview release, after all. What about my old worlds? The pre releases have a good chance of breaking existing worlds, so make sure to backup your savegame before trying a pre. Also there will be chunk borders and no main story event in existing worlds. The chunk borders part we might be able to mitigate between pre.1 and stable. Due to the significance of the main story event, generally we expect that people updating to 1.18 will want to start new worlds. As mentioned in Discord it should now be easier for players to preserve cherished parts of existing worlds. (Specifically, the new /land claim download <index> command exports a copy of a player's claimed land to their own PC. Note for now this is available only if server and client updated to 1.18-pre.1, we are looking at also in future making a new 1.17.12 game version with this command so that 1.17 servers can offer it to their players without a full update to 1.18.x. Potentially there will be a /land claim backup/restore feature - WIP - so that players can preserve and restore their builds on a server which updates from 1.17 to 1.18 - the server would announce to players generally they should do this, individual players would back up their builds and the server store those backups in a specific folder, then the server starts a new 1.18 world, and players with permission can restore their backed up builds into the new world.) Please note 1. This is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, performance issues and crashes. In next 1.18 releases, worldgen might also significantly change and therefore produce chunk borders or unknown blocks until rc.1 2. Further preview releases will only be posted in discord #news and on info.vintagestory.at and not on the blog. A new v1.18 blog post will come when the first release candidate (rc.1) is ready 3. It is strongly advisable to start a new world, for testing 1.18-pre.1. This will allow testing of the new features without risk. In any case, most people will probably want to start a new 1.18 world anyhow, because existing 1.17 worlds will lack the main story event, and the terrain generation in 1.18 is very different in terms of large-scale features like mountains, plains, land, water, etc. 4. Known issues already: firewood can't be made into charcoal occasional terrain color blending problem (different color tones of grass / trees / plants either side of a straight line through the map) Resonator model changes orientation if a tuning cylinder is inserted various issues with doors Still planned for rc.1 A lot of final polishing of the main story event. Even more lore content: the ability to combine transcribed parchments back into a full book possibly more (wearable) gadgetry. Possibly a rewrite of the oceans world generation system resulting in massive terrain changes! Final polishing of all the other new mechanics. .NET7 Concurrently to the work on 1.18 release, we are still refining our transition from .NET Framework 4.6 to .NET7. This will provide smoother performance, some future-proofing, and potentially broader stability on Linux and MacOS. At present, test builds of v.1.17 are available in a .NET7 version for Windows, Linux and MacOS. If all goes well, at some point we will also make a .NET7 build of v.1.18 available. Though there is no certainty yet, the intention is for that then to become our standard release for 1.18 if it presents no major issues: only time will tell. We are currently interested in feedback from any Windows 7/8 users who have tried the .NET7 test build. In other news Today also marks 1 year since Russia launched an Invasion of Ukraine. One year ago, we launched a fundraiser and were able to donate 5600 eur towards humanitarian aid - we donated to a respectable charity project in our area. I will personally donate another 2800 eur in the coming days. Screenshots & Gifs Added first main story event: The Resonance Archives. A vast underground structure for you to explore, master its challenges and loot rare treasures. Added NPC Dialogue. You can now have conversations with traders Added Glider: Descend elegantly from tall mountains. Added rift wards to defuse treacherous rifts near your base. Added rafts. Stay dry when traversing the seas. Oceans: You can now create worlds with large bodies of water. (Currently) off by default, enable it in the Customize World screen More diverse world generation, such as the new upheaval system, which creates large-scale mountainous areas Geologic activity system. Some areas in the world now spawn hot springs, and possibly even lava rivers closer to the surface Overhauled poles. Instead of massive mountains, there are now windswept glaciers and desolate valleys Rocktyped ruins: Ruins now adapt to the local rock strata (the builders apparently liked to source their rock locally) New landforms: You will fall in love with the new terraced mountains and super flat areas Moss now grows on trees Added veins of cracked rock Added writing system and interactable bookshelves. 1.18 is also "your lore update" \o/ 160+ new types of butterflies and a butterfly net to catch them. Caught butterflies can be placed in display cases. Door overhaul: Added much larger doors/gates, as well as wood-typed doors, and door animations Sign block overhaul: Can now change font size, improved writing experience and added metal plaques Angled beams system: A wholly different placement system for wooden beams Improved chiseling: Glass is now fully chiselable and seamless. There is now also a chiselable "creativegrass" block in creative mode. Added treasure maps. The Treasure Hunter trader offers to help you find hidden treasure ... for a fee Reworked most flower models Improved reeds model Visible fertilizer. You can now see how much fertilizer you applied to farmland Reworked firewood and orientable firewood piles Improved handbook: Now shows output quantities and other QOL changes Overhauled the command system. New Command Block functionality. Command blocks can open and close doors and operate certain other activatable blocks (for example a Mechanical Power clutch). There is also a new Conditional Block which detects nearby entities meeting specified conditions, and a Ticker Block to repeat actions automatically Players in multiplayer can now download a copy of their own claimed land to their local computer. This should help players migrate to a new 1.18 world. Added a tutorial mode (WIP) Auto updater for Windows users Added ability to swap textures, limited to clutter blocks only Added wearable spectacles Full visual rework of our music player - it is now called Resonator, and the media are called tuning cylinders Game updates Feature: The first main story event. A massive, highly detailed underground structure for you to adventure into, with many new features and blocks (not described nor pictured here, to avoid spoilers!) Feature: Improved world generation Added Oceans system. Disabled by default but can be set up in the World Configuration screen. Added vertical upheavel system. Very large scale mountainous regions, and flattened plains regions. Configurable. Geologic activity system. Some areas now have underground lava rivers closer to the surface, as well as hot springs above underground lava pools. Configurable. Overhauled polar regions. Instead of mountain ranges there now are glaciers devoid of structures. Added packed ice block. Added 6 new landforms: Large islands, Realistic flatlands, Realistic mountains ledged, Realistic mountains quintuple-ledged, Stepped sinkholes and "Veryflat". Fine-tuned many of the existing landforms. Increase landform sizes by 20% Feature: Cracked rock now spawns like quartz veins Feature: Can now generate up to 8x8 million block worlds (Experimental. Previous max was 1x1mil) (Technical info: Fixed 2 issues with large worlds - entity movement jitter and chunks saved in the wrong locations) Feature: Surface ruins are now rocktyped based on local rock strata. Feature: Surface ruins and trees in wet&warm climates now have moss on their logs Tweak: Improved support for large world heights Reduce rivulet spam high in the mountains, most apparent on large world heights Ore deposits now scale with world height (except surface copper) Terrain detail now scales with world height setting. Previously terrain would become very low detail at large world heights. Tweak: Increased ruined village size variability Tweak: Reduced trees at the north/south pole Tweak: Fewer floating islands (20 block size cull threshold -> 40 block size threshold) Tweak: Added another soil layer Tweak: Reduced spawn depth of treasure chests Tweak: The grades of the deposits bismuthinite, galena, ilmenite, limonite, hematite, magnetite, malachite and sphalerite now increase, the deeper they spawn Fixed: Water lily no longer generates in very deep water Fixed: Loose patches of rusty gears not spawning underground Fixed: Floating sand generating on water in cold areas Feature: Added Glider. Descend elegantly from tall mountains. Its crafting recipe is a potential reward from the main story event. Feature: Added Rafts. An innovative 1- or 2-seater watery transportation system. Requires crude oar in main hand. Feature: Added rift ward, reduces spawn of rifts by 95% in a 30 block radius around the ward. Consumes temporal gears. Feature: Added treasure maps. They add waypoints on your world map pointing towards treasures. Sold by traders. Accuracy unknown(?) Feature: Writing system and Bookshelves Can now write in books and parchments. Books can be signed to make then non-editable Added ink and quill item, required for writing in books Added fully interactable bookshelves, lets you store and remove up to 14 books in each one Feature: Added 160+ new types of butterflies. Butterflies can now be caught with a butterfly net & can be placed in display cases. Butterfly spawning behavior now depends on climate and elevation. Feature: Doors overhaul Added 3m tall doors, as well as 2x2 gates and 2x4 gates, all of which can also be combined to double doors / double gates. Doors crafted from boards are now wood-typed and no longer have a sleek look The old sleek looking door can be purchased at the trader instead The opening and closing sequence of doors is now animated Feature: Sign block overhaul Signs and labeled chests text font size is now configurable and more easily moddable Sign text editor text area more accurately represents how the actual text is displayed on the sign Added writeable metal plaques that use a new medieval font Feature: Improved Handbook Improved search result quality (prioritize full word over partial words, deprioritize ore blocks and items) The handbook now displays output quantities for crafting and barrel recipes Added growing properties of fruit trees to the handbook New textures for diluted alum, cassiterite and chromite so one can tell apart the 3 liquids suitable to create mordanted cloth in the handbook Lanterns are now grouped. Fixed Cider and Aqua vitae not listed. Fixed several links not working in the handbook Feature: Added angled beams system. Allows you to create long straight lines of wood in your constructions. Comes in wood variants and some aged metals. Note: beams are purely decorative Feature: Tutorial system. Can now start/stop a tutorial from the handbook. Multi-tutorial support. In pre.1, currently only has one starter guide tutorial. Feature: Visible fertilizer. Fertilizer applied to farmland is now visually shown on the farm land Feature: Added one new rotation option to the planks block, now acts like logs when placing (vertical, n-s and w-e) Feature: Can now download land claims using command /land claim download [index] Feature: The game now attempts to download unsatisfied mod dependencies from the Vintage Story ModDB Feature: Added auto-updater for the Windows client (not available on Linux/Mac) Feature: Added experimental playstyle called "Homo sapiens" that intends to remove all lore content from the game. WIP. Feature: Dialogs and main menu now have a textured background Feature: Added 50 wearable butterfly pins (creative mode only currently) Feature: Added glasses face accessory for seraph Feature: Added ruined weapons. Unique models with fairly high damage, but very low durability. You'll have to choose whether to use them in a pinch or keep them on display somewhere. Feature: Full remake of the "music box". New model and new concept. The music player is now called "Resonator" previously "Echo Chamber", and the mediums are now called "Tuning cylinder" instead of "Resonance Archive". Feature: New (survival mode) construction options Feature: Parchment can now be crafted Feature: Added sod roofs and debarked logs, survival craftable Feature: Improved chiseling! Feature: Chiseled glass is now seamless. Improved FPS in heavily chiseled areas by about 4% (thanks, Xytabich) Feature: Chiseled blocks can now support climate/season colored blocks. Added "creativegrass" to the creative inventory as an example Tweak: Modified how chiseling partial blocks behaves. in 1.17 it constrained the players within the original bounding boxes. In 1.18 it constrains the player within the original volume of each material. Feature: Improved world maps! Improved shading to better visualize the steepness of the terrain Waypoints are now more visible against the map background Tweak: The Add Waypoint dialog now auto suggests a name based on the chosen icon and color By default, a waypoint is now created where you last died. Only the most recent death waypoint is kept. Can be disabled server wide via worldconfig allowDeathwaypointing or per player via /waypoint deathwp false Tweak: Gameplay balancing changes Feature: Bows now have accuracy modifiers. High end bows are now more accurate Feature: Hunters now have 20% increased bow drawing strength Tweak: Increased min charge time for bows from 0.35s to 0.65s Tweak: Animal harvesting no longer yields bones, but breaking the carcass does Tweak: For the standard survival playstyle, a respawn location set by a temporal gear is now limited to 20 uses. Tweak: Prospecting pick node search mode is now enabled by default in standard survival (radius 6) Tweak: Foxes, Wolves and Bears will now de-spawn after 14 in-game days Tweak: Standing in lit firepits or on hot ingot/tool molds now damages players and creatures alike (though players can still handle hot ingots and tools with impunity) Tweak: Player can no longer place blocks directly in Lava Tweak: Lore items no longer disappear when discovering, and can be right-clicked to read directly. Tweak: The sling now requires a 0.75 seconds charge time instead of 0.35s Tweak: Wood chests now require 1/4th of a metal ingot to craft in the form of a new "metal nails and strips" item which can be smithed Tweak: Shield blocking mechanic tweak - attacks from a steep angle (above or below the player beyond 65°) now require the player to be looking up/down to block the attack Tweak: Increased steel chisel durability (5000 -> 6000) Tweak: Breaking tallgrass with a knife no longer removes it but trims it. Trimmed grass no longer drops dry grass. Tweak: Cassiterite, chromite, and lead now use the same quantity averaging as ilmenite, when crushed Tweak: Nuggets of ilmenite, galena, chromite, and cassiterite can now be crushed in the Pulverizer. In order to maintain parity with regular ore, the yield of nuggets is less than 1. You will generally, on average, get one crushed unit for every 3 nuggets. Tweak: Animal harvesting speed bonus for higher tier knives (proportional to the knife's plant harvesting speed) Tweak: Reduced Drifter max light spawn threshold from 9 to 7, to more easily Drifter-proof areas Tweak: In single player, the game now fully pauses during character creation Tweak: Alum deposits can now also spawn surface ores Tweak: Reduced chance of calm rift weather Tweak: Bighorn sheep hitbox and wander speed fine tuning Fixed: Bears drowning in water Fixed: Hunger exploit when eating a meal while full Tweak: Visual fine tuning Feature: New 3d model for reeds Feature: Reworked firewood model! Also affects firewood piles, firepits and pit kilns as well Feature: Added underwater Sediment disturbance particle effect Feature: Particles from held torches are now also affected by wind. Tweaked fire effects of torches and firepits to be more fire-like. Tweak: Increased overall scene brightness on sunny days Tweak: Desert storm fog no longer appears when it recently rained Tweak: Cloud visuals fine tuning. Now a bit more fluffy looking. Mitigate jarring cloud edges. Tweak: More shader fine tuning (fixed horizon not same color as fog with godrays enabled, flat fog extending slightly further into the horizon, mitigate heavy smudge on the sun with godrays enabled, Tweak: Snowfall is now more dense Tweak: Harvesting berries now spawns some particles Tweak: The "protect eyes" seraph pose during strong winds now no longer triggers if you are indoors or not looking into the wind direction Tweak: Seraph now also adjusts its torso when looking around Feature: Seraph now plays one of 4 random animations after being idle for 20 seconds, at a 1% chance per tick Feature: Seraph can now wear spectacles Tweak: Text on sign blocks is now a bit sharper Tweak: Reduced see-through effect of water near the player Tweak: Made rain drip particles wind affected Tweak: Creature step pitching visual fine tuning Tweak: Reduced shiny effect for blocks that are in shade Tweak: Temporal stability twitching now disabled when not in survival mode Tweak: Replaced weak block reflectivity mode with a pixelated version, the old smooth one was also broken on Nvidia cards Tweak: Performance optimizations New "ChunkUploadRateLimiter" graphics settings that can help you reduce potential lag spikes during chunk loading (Detail: on PCs with fast CPUs and slow GPUs, new chunks may be rendered so quickly that a slow GPU chokes up, causing intermittent frame rate drops on affected systems, when moving into new map areas) Supercharged chunk generation on CPUs that have at least 8 logical processors, e.g. 4 core, 8 thread CPUs. (Technical info: Chunk generation thread no longer goes to sleep while generating at 8+ logical processors) Eliminated lag spikes in some areas of the game, most specifically when searching for buckets in the creative inventory (4s lag spike -> no lag spike) Improve world startup speed by ~2.5 seconds. (Technical info: Make Lang system lock-free, creation of texture atlas mipmaps now done off-thread) Further improved startup performance on worlds that are using many modded blocks (or were using many! even if a mod is removed, it can have some lasting effect on block data storage in a saved game) Much improved overall FPS when dropping thousands of items. (Technical info: If there is over 1500 entities loaded, dropped items will enter a physics dormancy state after a couple of seconds if there is no player in a 7 block range, where they will tick their physics 20 times slower) Slightly optimize dropped item despawn behavior as well Slightly increased overall FPS (Technical info: Tighter frustum culling check + do not draw moss and lichen, or loose stones at LOD2, additional face culling on less-visible distant leaves at LOD2) Slightly increased overall FPS #2 (Technical info: cave art and stone, gravel overlays not rendered at LOD2; partial blocks which are fully dark (0 sunlight, 0 blocklight) are rendered only at LOD0 distance, will only affect underground as world surface blocks have sunlight values) Tweak: Improve FPS by up to 23% when at max view distance. (Technical info: Clamp lod bias beyond 640 view distance, resulted in 13 FPS => 16 FPS / 17mil tris => 12 mil tris at max view distance in a heavily forested area) Fixed: Client side slow memory leak (Technical info: map regions were never unloaded on the client) Feature: Full rewrite of the command system to be more powerful, more flexible, self-documenting and more everything. Disclaimer: WIP. Thousands of lines of code were rewritten, but not all current commands are updated to the new Command API syntax. Many commands now allow for complex selectors and can operate on multiple targets at once. Full documentation will be made available by us by the time of a stable release. For now, please use the in-game /help command, it should be able to provide full help for the commands which use the new Command API. For example, /help tp Improved /ban command. Now must supply a time span and reason before banning a user. For a reasonless permaban, added command /hardban. More informative banned screen for the banned player when attempting to join. More informative output on "/list banned" and no longer prints expired bans. Expired bans are now deleted on server startup. Bans/Unbans are now logged to server-audit.txt /tp now uses the new entity and target location selector systems. Examples: /tp 0 150 0 - Teleport yourself to 0 150 0 /tp s[] Saraty - Teleport yourself to saraty /tp Tyron Saraty - Teleport tyron to saraty /tp p[] Saraty - Teleport all players to saraty /tp p[range=12] ~ ~10 ~ - Teleport all players within a 12 block range 10 blocks in the air /tp l[] Tyron - Teleport the currently looked at entity/player to Tyron /tp Tyron l[] - Teleport Tyron to the currently looked at entity/player When typing a wrong command, the command system now tries to find a similar one and suggests it as a clickable link Feature: New command /setblock <code> <position> Feature: New command /executeas <entityselector> <command> Feature: New command /activate <position> [arguments]. For supported blocks, it should be similar to a player right-clicking or activating the block. Currently supported: opening/closing doors, trapdoors and gates; executing a Command Block; operating a mechanical power Clutch Feature: New command /entity setattr command to set attributes on an entity Tweak: Removed /clearentities, replaced with /entity wipeall <entityselector> Tweak: /entity count and /entity countg now accept an entity selector argument Tweak: /entity remove now requires an entity selector, e.g. e[type=drifter*] Tweak: Commands /cit and /chunkunload are now respectively /chunk cit and /chunk unload Tweak: Command /debug cr is now /debug chunk relight Tweak: Command /debug delplr is now /player [playername] wipedata Tweak: Command /debug clrplrinv is now /player [playername] clearinv Tweak: Command /debug setgen is now /entity setgen Tweak: Command /debug setlact is now /entity setlact Tweak: Changed syntax of /giveitem and /giveblock: Before: /giveitem type quantity toplayername {attributes} Now: /giveitem type{attributes} quantity entityselector /weather command tweaks Fixed /setblock not respecting block attributes argument Tweak: /we mark now requires '=' prefix for absolute positions Tweak: The /kill command now requires the "selfkill" privilege, granted by default, so that server admins can choose to remove it. Tweak: Disable .debug commands for non-admins in multiplayer Feature: More creative mode content Feature: Added Conditional Block and Ticker Block as first steps to better support adventure map making Feature: More Clutter. Clutter has its own Creative tab. Added aged and rotten ebony planks, improved clutter crates, ruined small crate, more ruined tables and bed variants, ruined scroll racks, empty ruined tool racks, ruined lanterns, heavy doors, banners, pipes. aged armor stands, dirty gravel, long tables, aged polish rock, carved acacia log, ruined trunks, ruined translocator etc.. Feature: Can now place omok pieces on a remodeled Omok table top. Pieces can be bought at the trader. Feature: Added various new block decor overlays to creative mode, such as mold, rust, spotty moss, wet gravel Feature: New Aged bricks block Feature: Added a texture flipper tool. Allows you to change the wood type on a number of clutter blocks. Feature: Added "measuring rope" creative mode block to help with relative coordinates needed by various commands Feature: new Worldgen Hook block to support generation of additional worldgen structures when this block is placed by worldgen, (see technical info in API changelog below) Tweak: Added veryaged and veryaged-rotten variants of debarked logs and support beams Tweak: Added several more features to the Spawner meta block Tweak: Can now find all decor blocks by searching for "layer" or "decor" in the creative inventory Tweak: WorldEdit changes Feature: Worldedit: Added ability to gen trees with vines via "/wgen tvines 0..1" Feature: Flood fill tool: Can now separately ignore water or plants Feature: New chisel brush world edit tool paint in voxels Feature: Added /we mpacifywater. Pacifies water in selected area - i.e. turns all flowing water into still water Feature: Added /we mdeletewater. Deletes all water in selected area Tweak: Added "ignore water and plants" switch for the flood fill tool Tweak: Added chiselable collider meta block Tweak: World edit selection tools now have a more intuitive selection behavior Tweak: Air brush mode has a new "replace only selected block" mode Tweak: Added /we cx, /we cy and /we cz to change the selection in x,y and z axis Fixed: Imported and placed Schematics now place Decor blocks correctly Fixed: Worldedit Undo/Redo not working with decor blocks Fixed: Worldedit Undo/Redo borked with liquids Fixed: /wgen regen sometimes not sending chunks properly Feature: Textareas now support word automatic wrapping Tweak: Game now starts at year 0 Tweak: Can now use wrench to rotate clutter blocks (also hold sneak to turn turn a block around the looked at block face) Tweak: All wrench-rotatable blocks now show this in their block interaction help Tweak: Disabled ram optimization setting "Do not optimize". Tends to make things worse, performance wise Tweak: Reduced max resolution slider value to 100% (was 200%). Can be still increased with .clientconfig Tweak: Made butterflies not flee from you when you sneak Tweak: Flower visuals rework. Several flowers now use a richer model. Reworked woad texture, (still to add: reworked cow parsley, reworked california poppy) Tweak: New texture for golden poppy and woad flowers. Increased golden poppy spawn chance 5-fold Tweak: Firestarter can be used in claimed lands with the use permision (required build/break permission previously) Tweak: Ground stored items can now be placed/removed in claimed lands with the use permission (required build/break permission previously) Tweak: Fish AI fine tuning Tweak: Nails and strips can now also be used for block reinforcement Tweak: Echo chamber is now renamed to Resonator Tweak: Added our moderators to the credits screen Tweak: Better auto-guessing for the right window size and GUI scale on first startup Tweak: The game is now more robust against removing/re-adding mods or blocktypes (Technical info: Block entity data on missing blocks was lost upon save&reload, it's now preserved in case the block is later re-added) Tweak: Various dejanks / Quality-of-live changes Tweak: Fine tuned camera position time step, might reduce frame jitter Tweak: Vintagebeef now has a 3d model, tweaked pear on tree texture, fine tune roof corner 3d models Tweak: Fixed minor UI issues in the settings dialog. Added "Framerate issues" link to the wiki Tweak: 3rd person camera now looks through glass instead of zooming onto the seraph Tweak: Vines no longer drop "end" sections Tweak: Hide reticle in spectator mode Tweak: Snappier plate armor step sound Tweak/Fixed: The torchholder now also has a tight attachment area for chiseling Tweak: Prevent creatures from stepping on stalagmites/ctites Tweak: Breaking soil under ferns now removes the fern Tweak: Lit torches now write when they burn out in held tooltip and burn out in 48 hours as its written on the extinct torch. Tweak: The hotkeys to toggle the coordinate hud, block info hud and block interaction help (V, B, N) now require Ctrl to pressed by default (CTRL+V, CTRL+B, CTRL+N). Our intention is to save new players from accidentally switching off this useful help Tweak: Torches are no longer "Material: Other" Tweak: Removed butter from creative menu & handbook. Removed unused "Crank" item from the game Tweak: Parchment and books are now groundstorable Tweak: Renamed 'Cooper's Reed' to 'Cattails'. Reed baskets renamed to Reed chests, to avoid confusion with reed handbaskets Tweak: Added mod name to held item info if it's not a vanilla block Tweak: Removed "Stove" block from creative inventory (you can still get it via /giveblock stove-unlit-north) Tweak: The creative only rhodium items are now nickel Removed: Instanced grass/flower rendering. Fixes flower rendering bugs. Fixed: Changing sound output device broke many sounds Fixed: Game crashing on world load when the installation path contained curly braces Fixed: Game crashing with StackOverflowException when the VintageStoryLib.dll was not found. Now crashes with a more useful error. Fixed: Game crashing in multiple locations when the survival mod assets were not loaded Fixed: Sun rising in the evening when the survival mod was disabled Fixed: Using wrench in creative mode consumed durability Fixed: Tapestry in GUI mirrored, fixed wrong textures on the sides of tapestry Fixed: Link text alignment issues with centered fonts Fixed: Hacked locusts were despawning when out of player range Fixed: Lighting flashes in the cloud were not removed in some cases, causing permanent bright spots Fixed: Gui derp when right clicking a clay form twice Fixed: Potential crashes when knapping with stones that were also suitable for cave art Fixed: "Meta (Spawner)" gui creature selection derps Fixed: z-fighting on seraph hand when holding a forlon estoc Fixed: Group invite notification not received by players Fixed: A crash related to cloth sim Fixed: Wrong texture on part-baked and charred sunflower bread Fixed: No linebreak made by the text editor if there were no spaces to linebreak at Fixed: Wrong texture on the aged basket, added ruined basket as well Fixed: Able to overfill troughs using chutes Fixed: Should fix a server-side exception when a client crashes during connect Fixed: Game crashing when removing a cinematic camera point when there is no points, then re-adding a point Fixed: Incorrect particle collisions with clutter blocks Fixed: One occasional source of "Tried to get block outside generating chunks!" error in logs Fixed: Vintagehosting: Able to select a server version not compatible with vintagehosting Fixed: Issues with saving macros Fixed: Multiple issues with the move tool, amongst others clutter blocks not updating correctly as well as an issue when loading block entities client side Fixed: Chest animations borked Fixed: Animated blocks such as chests glowing if something else animated in camera view is glowing Fixed: Unknown decor blocks (e.g. from removed mods) were invisible. Now they display an unknown texture. Fixed: New world not starting if it can't find a suitable spawn location Fixed: Multiple issues when importing a schematic from a previously modded world Fixed: Prevent a very old bug where some chunks become completely black (=unlit) after reopening a savegame Fixed: Armorstands not having their items when placed from story schematics Fixed: Rare errors in logs reported by BETransient, on snow-covered Reeds blocks Fixed: Multiple usability issues with display cases. Added a line on its purpose in the handbook Fixed interaction help not displayed Instead of executing the default interaction when right clicking with a unsuitable item/block it now displays an error to the player API Changes The most significant change is a full command system rewrite. The old way of registering commands still works but is now marked obsolete. The new command system allows you to define commands using the Fluent interface design pattern, as well as have prebuilt argument parsers for you to choose from. The new syntax also allows us to automatically generate command syntax documentation \o/ I've continued my efforts towards more behavior-based programming of blocks and items. There is a new BlockGeneric and StrongBlockBehavior base class which forward more method calls. Where possible, I tried to add or rewrite code to use block behaviors or block entity behaviors - such as the new door code. Support for multiblock structures is also improved, evident by the new large multiblock doors. The player mounting system should also be significantly more robust and flexible, see also raft code. Adding Worldmap waypoint icons is now dead simple - just drop in an svg file in the right folder. When a game world has loaded up, it will now print an error summary, so you no longer need to go searching trough the log files for errors. It looks like this when there are no errors: 14.2.2023 12:22:23 [Client Notification] =============================================================== 14.2.2023 12:22:23 [Client Notification] (^_^) No issues captured during startup 14.2.2023 12:22:23 [Client Notification] =============================================================== Beyond that, there is the usual myriad of minor changes. Have a look: Feature: New "StrongBlockBehavior" base class. Has a greater range of callbacks. Feature: Block/Item Texture overlays now allows you to define a blend mode in json. For an example see assets\survival\blocktypes\wood\woodtyped\door.json. Available Modes: Normal, Darken, Lighten, Multiply, Screen, ColorDodge, ColorBurn, Overlay Feature: All waypoint icons are now loaded from svg files Feature: Story structure generation system. Allows generation of a very large schematic, once per world Feature: New side-agnostic api subsystem: api.ChatCommands Feature: NPC dialogue system Can now add dialogue to any NPC with pure JSON Supports multiple response options, setting/reading of variables, giving and requesting items, playing sounds, and more Tweak: Conversable behavior should now allow for customized conversations based on character class and npc personality. If will now try to load the conversation file in the following order: 1. convo-{charclass}-{personality}.json 2. convo-{charclass}.json 3. convo.json Feature: Added BlockEntity.OnExchanged() callback for block entities where blockAccessor.ExchangeBlock() was called on Feature: New Block.Activate() method. To be used for automation. Currently available for doors, trapdoors, fence gates and clutches, and Command blocks and Conditional blocks Feature: Added method ForceLandformAt() to GenMaps.cs. Allows one to override the landform in a given area. Feature: Added sapi.WorldManager.TestMapChunkExists and sapi.WorldManager.TestMapRegionExists Feature: Added new OnTestBlockAccess event to override land claiming behavior Feature: Added client side events MapRegionLoaded and MapRegionUnloaded Feature: BehaviorCanIgnite now will search for a IIgnitable interface in the block, block behavior, block entity and block entity behavior Feature: Added OnGetTemporalStability event to mod system "SystemTemporalStability" Feature: WorldgenHook block, triggers the specified worldgen hook (set by command /dev worldgenhook) when this block is placed by a schematic during worldgen Feature: Event.WorldgenHook and Event.TriggerWorldgenHook to run custom worldgen code at a particular position, triggered by something else for example placement of a specific block The default Worldgen hook is "genHookStructure <assetname>" which generates structure elements from schematics according to rules specified in the named file found in folder assets\survival\worldgen\hookgeneratedstructures Tweak: Added BlockEntity.OnPlacementBySchematic() method Tweak: Added IServerPlayer.InWorldAction event Tweak: The interfaces IMultiBlockMonolithicSmall, IMultiBlockMonolithic, IMultiBlockModular for multiblock behaviors can now also be implemented inside a BlockBehavior (previously only able to implement them in a Block class) Tweak: Added ability to supply a different crop model when grown on farmland, attribute onFarmlandShape (of type compositeshape) Tweak: Json patches now can be disabled via `enabled` property Tweak: Added helper method Block.GetBEBehavior() Tweak: Added helper method IBlockAccessor.GetInterface<T>() Tweak: Non-json files in blocktypes, entities and itemtypes are now ignored by the loader Refactor: "api.BlockTextureAtlas.AtlasTextureIds[0]" is now "api.BlockTextureAtlas.AtlasTexture[0].TextureId" Refactor: Moved away several methods from the Block class Method Block.WildCardReplace now moved to extension method AssetLocation.WildCardReplace Methods Block.OnTryIgniteBlock and Block.OnTryIgniteBlockOver now moved to IIgnitable interface (make your class inherit from this interface and remove the override keyword to make it compatible again) Methods Block.SetWindFlag, Block.ClearWindFlags and Block.ToggleWindModeSetWindData are now extension methods of MeshData Refactor: Refactored meshing/transformation mechanism of BlockEntityDisplay class. Now caches content meshes amongst all blocks of the same class, instead of keeping a copy of every mesh for every block. Refactor: Added Tesselator.GetTextureSource() and marked GetTexSource() as obsolete Refactor: Gui Methods .AddButton() and .AddSmallButton() with orientation argument are now marked obsolete (simply remove the orientation arg from your code to fix) Refactor: Extracted AnimationUtil class out of BEBehaviorAnimatable to be used in more universal ways. Refactor: BEBehaviorAnimatable.InitializeAnimator() method reordered args Refactor: Clean up survival textures folder: moved several out of place textures into various folders Refactor: Removed last row in the elementTransforms uniform matrices for entity shape rendering, as its always 0 0 0 1, reduces upload overhead by 25% Refactor: BlockEntityShapeFromAttributes is now a block entity behavior. The block entities "Clutter" and "ClutterBookshelf" are thus no longer necessary and were removed Refactor: OnEntityDespawn event, renamed class of 2nd argument "EntityDespawnReason" to "EntityDespawnData" and uppercased its field Refactor: Breaking changes to IMountable interfaces. MountPosition property now needs to return a EntityPos instead of Vec3d, removed MountYaw property (set pos.Yaw instead). Added new property EnumMountAngleMode AngleMode. Added LocalEyePos property for a sitting entity you'd likely want to return something akin to "new Vec3f(0,1,0);" Refactor: Move snow cover related code from BEMicroBlock into BEBehaviorMicroblockSnowCover Refactor: Deleted SyncedEntityPos class. Moved the only useful field in there (LastReceivedClientPosition) to ServerPlayer.cs Refactor: GetClimateAt(), argument EnumGetClimateMode now defaults to NowValues instead of WorldGenValues Refactor: If you have meat-like items in your mod or use inFirePitProps, you'll have to readjust your transforms, as the firepit spit is now diagonally placed. Sorry. Refactor: ITreeGenerator interface: Moved most parameters into a new TreeGenParams class Refactor: Renamed IBlockEntityRotatable to IRotatable Tweak: New entity callback OnAsyncParticleTick(). Lets you spawn per-+entity particles in a separate thread. Tweak: IBlockAccessor.WalkBlocks() now calls the callback method twice for the same position if there is a liquid in the fluids layer Tweak: Player head control rework. Now simplified code. Tweak: BlockWater now has json configurable ice block code and freezing point Tweak: Firewood piles now also use the new ground storable system. Fixed ground storable issues with TransferQuantity > 1 Tweak: The game now logs a warning/error summary after startup Tweak: Ground storage json property TessQuantityElements is now marked obsolete, use property ModelItemsToStackSizeRatio instead Tweak: IMountable interface now requires 2 more properties CanControl and MountedBy Tweak: IMountableSupplier interface now requires property MountPoints Tweak: Massive flower assets overhaul. Moved all flower shape files from block/basic to block/plant/flower and removed redundant shapes. Tweak: Sign block: Writable width, amount of lines, font size, font style and text positioning is now json configurable Tweak: Transform editor now allows X-axis flipping Tweak: Added ICustomHandbookPageContent interface for blocks and items if they want to modify handbook text in code Tweak: New properties maxQuantityByGroup and spawnCapPlayerScaling for entity runtime spawn conditions Tweak: Less hardcoded sleeping system. Can now remove the tiredness behavior from players to disable sleeping mechanic. Tweak: If a block defines block entity behaviors in json but did not define a entity class, then it will now default to "BlockEntityGeneric" Tweak: Prevent the game crashing from invalid blocks Tweak: api.Event.MapRegionGeneration event, added argument "ITreeAttribute chunkGenParams = null" Tweak: New argument for "/wgen regen" to generate only one type of landform, e.g. "/wgen regen 3 veryflat" Tweak: Added chattype:// link protocol to add text to the clients chatbox Tweak: Handbook pages on items/blocks now show their page code if extended debug info is enabled (.edi) Internal: The ServerRedirect packet should correctly redirect the client now, untested and not available through the API yet Fixed: Not able to make grid recipes with 2 liquids Fixed: "shelvable: false" showed up as shelvable in the handbook Fixed: Default value arg in player.GetModData() was ignored Fixed: MeshData.Clone() set incorrect values for VerticesMax and IndicesMax, potentially causing any future operations on the mesh to crash due to being out of bounds. Fixed: Entities imported from schematics sometimes had a wrong offset on them Fixed: Fixed StackOverflow in mapregion.SetModData<T>() Fixed: structures.json, Schematics property not respecting mod domains Fixed: ~150 XML Doc warnings. Moved method BehaviorArtPigment.BlockSelectionToSubPosition() to BlockSel.ToDecorSubPosition() Removed: "Modular" multiblock type. Was never implemented and not really useful either. Saves 150 block ids. View full record
  9. Dear Community Your votes are in, and the winners of the Winter Wonderland build event have been chosen! Most Original First Place: Nyagi Second Place: Yada Third Place: Ellinus Fourth Place: GameSox Fifth Place: AmyDestroyer Most Detailed First Place: Yada Second Place: Credones Third Place: Ellinus Fourth Place: Rainazel Fifth Place: Umbrellaman Most Beautiful First Place: Yada Second Place: Credones + Ellinus (tied) Third Place: Umbrellaman Fourth Place: AmyDestroyer + Rainazel (tied) Fifth Place: Greedman + Skoliro (tied) Best Lighting First Place: Ellinus Second Place: Yada Third Place: Rainazel Fourth Place: AmyDestroyer Fifth Place: VSkeleton Overall Winners These builds got the most votes overall and are the final winners of the event! First Place: Yada Second Place: Ellinus Third Place: Credones Fourth Place: Rainazel Fifth Place: Nyagi and AmyDestroyer (tied) The top three builds in each category will receive one free game key (limit one total per player) and fourth and fifth place in each category will receive 50% off coupons for a copy of Vintage Story. We were truly blown away by the outpouring of creativity, originality, and sheer building skill on display in this event. We’re so impressed that every finalist (that is, every player whose build was on the voting form) will receive a 25% off coupon. If you’d like to explore all these lovely builds yourself, you can download a copy of the world from our Google Drive. If the teleporters turn out to be too laggy, you can still teleport via /tp Congratulations to the winners. Thank you all so much for taking part in the event. Happy holiday season to all those who are celebrating, and we’ll see you at the next event! We will hand out the game keys and coupons to your game account email today or tomorrow View full record
  10. Dear Community Your votes are in, and the winners of the Winter Wonderland build event have been chosen! Most Original First Place: Nyagi Second Place: Yada Third Place: Ellinus Fourth Place: GameSox Fifth Place: AmyDestroyer Most Detailed First Place: Yada Second Place: Credones Third Place: Ellinus Fourth Place: Rainazel Fifth Place: Umbrellaman Most Beautiful First Place: Yada Second Place: Credones + Ellinus (tied) Third Place: Umbrellaman Fourth Place: AmyDestroyer + Rainazel (tied) Fifth Place: Greedman + Skoliro (tied) Best Lighting First Place: Ellinus Second Place: Yada Third Place: Rainazel Fourth Place: AmyDestroyer Fifth Place: VSkeleton Overall Winners These builds got the most votes overall and are the final winners of the event! First Place: Yada Second Place: Ellinus Third Place: Credones Fourth Place: Rainazel Fifth Place: Nyagi and AmyDestroyer (tied) The top three builds in each category will receive one free game key (limit one total per player) and fourth and fifth place in each category will receive 50% off coupons for a copy of Vintage Story. We were truly blown away by the outpouring of creativity, originality, and sheer building skill on display in this event. We’re so impressed that every finalist (that is, every player whose build was on the voting form) will receive a 25% off coupon. If you’d like to explore all these lovely builds yourself, you can download a copy of the world from our Google Drive. If the teleporters turn out to be too laggy, you can still teleport via /tp Congratulations to the winners. Thank you all so much for taking part in the event. Happy holiday season to all those who are celebrating, and we’ll see you at the next event! We will hand out the game keys and coupons to your game account email today or tomorrow
  11. Tyron

    What about 1.18?

    Dear Extraordinary Survivalists There's been lots of curiousity over what the next update will be and when it will come out. I've been sharing bits and pieces of that on discord mostly, but at this point in time it's deserving of a dedicated blog post. Our goal for 1.18 is to significantly advance the game's lore, a goal that has been part of our mission since the inception of Vintage Story. The VS team is very excited to fully dedicate an update to this, as we have been holding it off for a very long time. Ultimately we want to tell an extensive story, not only through text, but also through the game's atmosphere, fully within the spirit of a open world sandbox experience. It's up to the player if and when he wants to advance the story, or completely ignore it if he desires so. The story's end will also not obsolete your current savegame - much rather offer more interesting choices for you to make. In more concrete terms, and what I already partially showed off in #devlog, this will include the following: Disclaimer! In-Development content ahead! Things may get changed, improved or outright removed until release! Also this is a non-exhaustive list! 1. A NPC Dialogue system, this lets you talk to traders, and possibly other new NPCs, to ask them about various things. Likely will include an occasional fetch/reward quest. Some of the dialogue will likely also be personalized to your character class and the personality of the NPC. 2. Interactable books and bookshelves that you can scavenge for old stories, but also write your own lore! 3. Treasure maps. Traders will sell maps that add a waypoint to hidden treasures to your world map, or possibly locations of major dungeons? 4. More underground content. Most importantly one very large underground structure present in every world for you to explore, solve challenges in and uncover more about the world you inhabit. This is the one feature the team is currently spending most time on, and the one we are most excited about, I believe 5. Lore related gadgetry. New blocks and items that will unlock new abilities or assist you in your survival endeavours 6. Improved surface structures. Not sure how far we get, but the goal is to add a lot more atmosphere and symbolics to our overground ruins and trader structures. 7. Other stuff Beyond that, and not really related to the lore update, there will be a ton of other goodies as well, such as many new types of blocks, over 150 new types of butterflies, the ability to catch them, a tutorial system, an auto-updater for Windows game clients, improved gui visuals, many improvements to world generation, angled wooden beams with a whole new placement system, completely overhauled doors and a completely overhauled chat commands system that will bring us much closer to adventure map making capabilities for players. Release date As for the release date, we hope to get all this new content in a "release candidate" state by Q1 2023. Release candidate means all new content is done and our focus will shift to bugfixing. What about my old worlds? You can still play on old worlds in 1.18, but this is the first time I would recommend starting a new world. The world generation changes might create jarring chunk borders when discovering new terrain in old worlds. v1.19? We are treading in lots of new territory with this update, so it took us a while to nail down the direction we want to take, but by now we have a pretty good plan on where we want to be. Now, as we have mostly fixated on a plan for 1.18, we started some initial discussions on what 1.19 will be and the consensus is that it will be another dejank update - "Dejank Redux" so to speak. We also plan to do some intensive playtesting with the VS team for 1.19. Personally I would also love to have a stronger focus on Players vs. Environment type survival. Quite possible that we also add one or two lore things that didn't make it into 1.18. Time will tell Cheers, Tyron
  12. Tyron

    What about 1.18?

    Dear Extraordinary Survivalists There's been lots of curiousity over what the next update will be and when it will come out. I've been sharing bits and pieces of that on discord mostly, but at this point in time it's deserving of a dedicated blog post. Our goal for 1.18 is to significantly advance the game's lore, a goal that has been part of our mission since the inception of Vintage Story. The VS team is very excited to fully dedicate an update to this, as we have been holding it off for a very long time. Ultimately we want to tell an extensive story, not only through text, but also through the game's atmosphere, fully within the spirit of a open world sandbox experience. It's up to the player if and when he wants to advance the story, or completely ignore it if he desires so. The story's end will also not obsolete your current savegame - much rather offer more interesting choices for you to make. In more concrete terms, and what I already partially showed off in #devlog, this will include the following: Disclaimer! In-Development content ahead! Things may get changed, improved or outright removed until release! Also this is a non-exhaustive list! 1. A NPC Dialogue system, this lets you talk to traders, and possibly other new NPCs, to ask them about various things. Likely will include an occasional fetch/reward quest. Some of the dialogue will likely also be personalized to your character class and the personality of the NPC. 2. Interactable books and bookshelves that you can scavenge for old stories, but also write your own lore! 3. Treasure maps. Traders will sell maps that add a waypoint to hidden treasures to your world map, or possibly locations of major dungeons? 4. More underground content. Most importantly one very large underground structure present in every world for you to explore, solve challenges in and uncover more about the world you inhabit. This is the one feature the team is currently spending most time on, and the one we are most excited about, I believe 5. Lore related gadgetry. New blocks and items that will unlock new abilities or assist you in your survival endeavours 6. Improved surface structures. Not sure how far we get, but the goal is to add a lot more atmosphere and symbolics to our overground ruins and trader structures. 7. Other stuff Beyond that, and not really related to the lore update, there will be a ton of other goodies as well, such as many new types of blocks, over 150 new types of butterflies, the ability to catch them, a tutorial system, an auto-updater for Windows game clients, improved gui visuals, many improvements to world generation, angled wooden beams with a whole new placement system, completely overhauled doors and a completely overhauled chat commands system that will bring us much closer to adventure map making capabilities for players. Release date As for the release date, we hope to get all this new content in a "release candidate" state by Q1 2023. Release candidate means all new content is done and our focus will shift to bugfixing. What about my old worlds? You can still play on old worlds in 1.18, but this is the first time I would recommend starting a new world. The world generation changes might create jarring chunk borders when discovering new terrain in old worlds. v1.19? We are treading in lots of new territory with this update, so it took us a while to nail down the direction we want to take, but by now we have a pretty good plan on where we want to be. Now, as we have mostly fixated on a plan for 1.18, we started some initial discussions on what 1.19 will be and the consensus is that it will be another dejank update - "Dejank Redux" so to speak. We also plan to do some intensive playtesting with the VS team for 1.19. Personally I would also love to have a stronger focus on Players vs. Environment type survival. Quite possible that we also add one or two lore things that didn't make it into 1.18. Time will tell Cheers, Tyron View full record
  13. The time has come to vote on your favorite builds! You have three days before voting closes. Everyone is allowed to vote, even if you didn’t build anything. You can go on the server to look at the builds, and there are teleporters to each one at spawn. Detailed rules for voting can be found on the voting form. Voting Form: https://forms.gle/jrm9YKSN9vcSKT6a7 Server Address: event.vintagestory.at:55538 Voting ends December 22 at 18:00 EET. Build by AmyDestroyer View full record
  14. The time has come to vote on your favorite builds! You have three days before voting closes. Everyone is allowed to vote, even if you didn’t build anything. You can go on the server to look at the builds, and there are teleporters to each one at spawn. Detailed rules for voting can be found on the voting form. Voting Form: https://forms.gle/jrm9YKSN9vcSKT6a7 Server Address: event.vintagestory.at:55538 Voting ends December 22 at 18:00 EET. Build by AmyDestroyer
  15. Dear Players, we cordially invite you to another special event - create a winter-themed build in creative mode within 2 weeks! At the end of the event, the builds will be judged, and the best builders may win free game keys, %-off coupons, or have their build featured on the game’s main menu! The map for this event is 5120 x 5120 blocks and contains a variety of biomes. To the north you will find mostly glaciers and mountains. To the south are snow-covered forests and other temperate biomes, and even some warmer snow-free areas in the very south of the map. This world is locked in perpetual winter, so the coldest areas in the north will stay dark! Keep that in mind as you select your build location. Judging will happen across multiple categories. You can focus on one category, or try to win them all! The categories for eventual judging will be: • Most original • Most detailed • Most beautiful • Best lighting Regarding Rewards We're still figuring out how to best set up the event rewards so this is intentionally vague, but we'll be sure to hand out rewards where rewards are due. As for the screenshot inclusion in the game’s main menu: • We are looking for festive and winter themed screenshots that will be active over the winter holidays. • We will create the screenshot of your build ourselves, so we recommend making it look good using the vanilla textures. If you wish, you can provide us with an exact viewing position from which the screenshot should be made using .cam p an then .cam save - this will copy the position coordinates to the clipboard. Paste this text in a file and save it until judging begins. Event Instructions 1) Connect to the server (event.vintagestory.at:55538) with game version 1.17.9. 2) Choose and claim your location using the /land command before you start building. (See the wiki page on land claiming for instructions) 3) Place a visible outline around your claim (fences or another block) and place a sign with your username on it so everyone knows it’s yours. 4) Submit the coordinates of your claim via Google forms page that we have set up for this. Note that you should submit your coordinates before you start building! 5) Start building and chiseling! You have until the end of the event to complete your build. Rules • One build per player. • Your build must be claimed using the /land command. • Your build must be marked with a sign with your username on it. • You have to submit the coordinates of your build using the Google forms link or it won’t be included in the judging. Judging • The first round of judging will be done by the Vintage Story team, who will select the finalists. • Once the finalists have been selected, the server will re-open in spectator mode and players may vote for the winners. • All Vintage Story players may vote for one build per category, even if they didn’t create a build, but each player may only vote once (you must provide your username to vote). • You may vote for the same build in more than one category. • Players may not vote for their own builds. • Winners may win free game keys or discount coupons, or even have a screenshot of their build featured in the game’s menu background! The winners of each category will be announced here. (Prizes will go to the builds with the most total votes across all categories - not necessarily to the winner of each category.) Server Info • The map is 5120 x 5120 blocks, very cold, with realistic biomes. The north half of the map will be frozen and mostly dark, south will be more varied and have more sunlight. Soil gravity is off. Months have been set to 300 days so it will remain winter for the entire event. • The server will automatically restart once per day at 8 AM EET. This should only take a minute or two. • The server will also automatically generate a backup once per day at 8:30 AM EET. This may take a few minutes and the server will lag during this time. • The server address is: event.vintagestory.at:55538 This event will run from Sunday, 4th December at 20:00 EET - Saturday until 17th December at 20:00 EET Good luck and have fun!
  16. Dear Players, we cordially invite you to another special event - create a winter-themed build in creative mode within 2 weeks! At the end of the event, the builds will be judged, and the best builders may win free game keys, %-off coupons, or have their build featured on the game’s main menu! The map for this event is 5120 x 5120 blocks and contains a variety of biomes. To the north you will find mostly glaciers and mountains. To the south are snow-covered forests and other temperate biomes, and even some warmer snow-free areas in the very south of the map. This world is locked in perpetual winter, so the coldest areas in the north will stay dark! Keep that in mind as you select your build location. Judging will happen across multiple categories. You can focus on one category, or try to win them all! The categories for eventual judging will be: • Most original • Most detailed • Most beautiful • Best lighting Regarding Rewards We're still figuring out how to best set up the event rewards so this is intentionally vague, but we'll be sure to hand out rewards where rewards are due. As for the screenshot inclusion in the game’s main menu: • We are looking for festive and winter themed screenshots that will be active over the winter holidays. • We will create the screenshot of your build ourselves, so we recommend making it look good using the vanilla textures. If you wish, you can provide us with an exact viewing position from which the screenshot should be made using .cam p an then .cam save - this will copy the position coordinates to the clipboard. Paste this text in a file and save it until judging begins. Event Instructions 1) Connect to the server (event.vintagestory.at:55538) with game version 1.17.9. 2) Choose and claim your location using the /land command before you start building. (See the wiki page on land claiming for instructions) 3) Place a visible outline around your claim (fences or another block) and place a sign with your username on it so everyone knows it’s yours. 4) Submit the coordinates of your claim via Google forms page that we have set up for this. Note that you should submit your coordinates before you start building! 5) Start building and chiseling! You have until the end of the event to complete your build. Rules • One build per player. • Your build must be claimed using the /land command. • Your build must be marked with a sign with your username on it. • You have to submit the coordinates of your build using the Google forms link or it won’t be included in the judging. Judging • The first round of judging will be done by the Vintage Story team, who will select the finalists. • Once the finalists have been selected, the server will re-open in spectator mode and players may vote for the winners. • All Vintage Story players may vote for one build per category, even if they didn’t create a build, but each player may only vote once (you must provide your username to vote). • You may vote for the same build in more than one category. • Players may not vote for their own builds. • Winners may win free game keys or discount coupons, or even have a screenshot of their build featured in the game’s menu background! The winners of each category will be announced here. (Prizes will go to the builds with the most total votes across all categories - not necessarily to the winner of each category.) Server Info • The map is 5120 x 5120 blocks, very cold, with realistic biomes. The north half of the map will be frozen and mostly dark, south will be more varied and have more sunlight. Soil gravity is off. Months have been set to 300 days so it will remain winter for the entire event. • The server will automatically restart once per day at 8 AM EET. This should only take a minute or two. • The server will also automatically generate a backup once per day at 8:30 AM EET. This may take a few minutes and the server will lag during this time. • The server address is: event.vintagestory.at:55538 This event will run from Sunday, 4th December at 20:00 EET - Saturday until 17th December at 20:00 EET Good luck and have fun! View full record
  17. What @BenLi wrote Any service you make available to the broader internet is vulnerable to attack attempts. What matters more is whether they were successful or not. You can also run your VS server in a very confined space (e.g. docker) to confine any break-ins. But as a broad word of advice - you can disable server advertising, change the default port to another one and enable whitelisting. Also I am not aware of any opened vulnerabilities on our game server.
  18. This is pretty much fully rewritten for 1.18. Adding new map icons is simplified to adding a .svg file to textures/icons/worldmap, so no code or config changes needed.
  19. The days have grown short, and the snow has begun to fall… It is up to you to bring life and beauty to this winter wonderland! Stake your claim and create a winter-themed build using all the tools Vintage Story has to offer. This will be a creative-mode building event, so you will have access to every block and item in the game and infinite chiseling! The Winter Wonderland Build Event will last for two weeks. The event will begin on Sunday, 4 December at 20:00 EET - Saturday and end on 17 December at 20:00 EET. At the end of the event, the builds will be judged by staff and players, and the best builders may win free game keys, %-off coupons, or even have their build featured on the game’s menu! Details about the map and rules will be posted when the event begins. Start thinking wintery thoughts! View full record
  20. The days have grown short, and the snow has begun to fall… It is up to you to bring life and beauty to this winter wonderland! Stake your claim and create a winter-themed build using all the tools Vintage Story has to offer. This will be a creative-mode building event, so you will have access to every block and item in the game and infinite chiseling! The Winter Wonderland Build Event will last for two weeks. The event will begin on Sunday, 4 December at 20:00 EET - Saturday and end on 17 December at 20:00 EET. At the end of the event, the builds will be judged by staff and players, and the best builders may win free game keys, %-off coupons, or even have their build featured on the game’s menu! Details about the map and rules will be posted when the event begins. Start thinking wintery thoughts!
  21. I uploaded a 4k version on the media page now
  22. Dear Spooky Survivalists v1.17.9, a stable release, can now be downloaded through the account manager. Go grab seventeen'o'nine for a spooky main menu background picture! 8k Ultra HD preview picture: Build by Arkan, tweaks by Elvas Game updates Feature: Added halloween themed main menu background Tweak: Updated community translations Fixed: Burning coals not extinguished by adjacent water Fixed: Crock sealing not working, food expired as if not sealed Fixed: Texture issues on pumpkin Fixed: Snow layer issue on stacked vertical mud brick slabs Fixed: /stats command - Players last online value was incorrect Fixed: Incorrect firewood visuals in the clay oven View full record
  23. Dear Spooky Survivalists v1.17.9, a stable release, can now be downloaded through the account manager. Go grab seventeen'o'nine for a spooky main menu background picture! 8k Ultra HD preview picture: Build by Arkan, tweaks by Elvas Game updates Feature: Added halloween themed main menu background Tweak: Updated community translations Fixed: Burning coals not extinguished by adjacent water Fixed: Crock sealing not working, food expired as if not sealed Fixed: Texture issues on pumpkin Fixed: Snow layer issue on stacked vertical mud brick slabs Fixed: /stats command - Players last online value was incorrect Fixed: Incorrect firewood visuals in the clay oven
  24. Until its done. Why do you ask?
  25. it is as of 1.17.8 - on the overview page there is a pause toggle-button
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