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Tyron

VS Team (Lead)
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Everything posted by Tyron

  1. Thats already a thing through, on the modify world screen You can then use CTRL+V on the customize world screen to apply.
  2. I'm afraid no, this building system is purpose built for the ship alone
  3. Dear Extraordinary Survivalists Summer development vibes here at the (virtual) Anego Studios HQ! We're full swing into developing the 1.20 update, with most features now fully planned out and in production. VS Lore, Chapter 2 Most of the team works on the games Lore content, of which I can reveal the least of As mentioned in our previous blog post, the main goal of the update is to introduce the second chapter of our story arc. I believe we are about halfway done with the lore part itself and a preview release can come out before its full completion. The first of the 4 locations is nearly complete while the other 3 still requires more code and assets, as they will have some very purpose built mechanics around them. In addition to that, there will be also 2 new super secret mobs that you'll have to encounter yourself in-game once we release the update. I asked the team if I could showcase it (because its terrifying!), but they prefer to keep it secret for now. Mob reveal waiting time intensifies Mount System We've put a lot of effort into making the travel experience between the new lore locations as engaging as possible with the addition of a rideable mount and a sailing boat, both of which are now fully functioning. Here's a clip showcasing both. The entirety of the mount system is implemented in a highly flexible manner, so we (and modders!) can easily add new attachable accessories, or implement other rideables and boats without the need to adjust the engine code. We'll be looking into adding a ownership system where players can claim a single rideable animal as "owned" which would enable a "call to owner" feature where elks can be called back to you in case you loose it or when it fell in a deep hole, as well as possibly add a marker on your map where your elk currently is. Any fatal injury to the elk will place it in a "mortally wounded" state for up to 24 hours to give you the chance to revive it using poultices. The Elk will come with two types of bridles which is how you select your preferred control scheme of the mount. The first bridle requires you to hold down the forward key to ride, whereas the other is toggle based - press forward once to start riding, press backwards once to stop again. The former allows for precise control, the latter allows you do perform other tasks as you ride. I also make use of the rope system to keep elk from wandering off. This does not mean ropes are fully functioning now as most players would hope, but it might be just about mature enough for the use cases as shown in the video. I do still consider the rope system to be in an experimental state. As for acquiring these mounts, the ship itself can be built bit by bit by the player and will require a significant amount of resources. Our trusty elk for now will be purchasable at a trader, and at a later update we plan to add a mount specific taming system. All in all, the new mounts will likely fundamentally change the mid- to endgame experience. The eagle eyed amongst you might have also noticed I was carrying a new kind of backpack in the video - there will be a new, costlier to craft, leather tier and with it indeed a new tier of backpack, further expanding your carrying capacity. On a technical level, the elk and sailboat is jam-packed with new engine tech to provide intuitive interactions and solid gameplay. I had to write a multi-selectionbox system for entities, rewrite how entity inventories are handled, rewrite large parts of the mounting system, fix a number of issues that surfaced in the process as well as implement a multiple hitbox system so that players cannot drive their boats into solid blocks. This means even traversing narrow water canals should be no problem for the new boat system. Oceans Oceans received some TLC as well. Below screenshot showcases three significant upgrades: The previously announced new murky water shader, distant oceans are now made to look endless (before you'd see chunk borders) and new underwater flora. Suffice to say, the Oceans are slooowly filling up with content! Animations Rework Long term, we will be looking at redoing most if not all animations of our current roster of creatures. Ambroise already got the Wolf redone, but then had to prioritize the upcoming creatures for 1.20 Bricks Overhaul This is now in full swing as well. You'll be able to produce Arkaiks lovely new brick types through the addition of a beehive kiln that'll let you fire 20 to 30 block spaces worth of ceramics in one go, and not just bricks. Here's the first iteration of these bricks in the creative inventory. Here's a piece of in-game concept art on how the beehive kiln will look like, roughly Head and Wearables Uni-Sizing Project Our Artists were also hard at work at getting the heads of the seraph and trader to the same size, so that wearables are easily interchangeable, allowing us to add greater variety to all current and future (hinthint) humanoids. All seraph clothing is now also full 3D Models instead of a textured overlay - which will make placement of clothing on armor stands much more straightforward to implement. For modders: We've resized the player head model to 5.5x 5y 5z voxels. #devlog Recap If you have been following us on Discord, you also might have seen several other small updates which I'll list here as well. Insects will enrich the world of VS At long last dejanked the holding of very hot items, they are now visually held by tongs The Moon moving over the Sun will now produce actual Eclipses Hot molds will shatter if exposed to water The 100+ world settings are now much better organized through the use of Tabs Quad particles will have smooth edges, creating less jarring visual artifacts Woop! Beyond that, the list of smaller additions, tweaks, rebalances and fixes is ever growing as well. We're still hopeful to release the update this year. Stay tuned! View full record
  4. Dear Extraordinary Survivalists Summer development vibes here at the (virtual) Anego Studios HQ! We're full swing into developing the 1.20 update, with most features now fully planned out and in production. VS Lore, Chapter 2 Most of the team works on the games Lore content, of which I can reveal the least of As mentioned in our previous blog post, the main goal of the update is to introduce the second chapter of our story arc. I believe we are about halfway done with the lore part itself and a preview release can come out before its full completion. The first of the 4 locations is nearly complete while the other 3 still requires more code and assets, as they will have some very purpose built mechanics around them. In addition to that, there will be also 2 new super secret mobs that you'll have to encounter yourself in-game once we release the update. I asked the team if I could showcase it (because its terrifying!), but they prefer to keep it secret for now. Mob reveal waiting time intensifies Mount System We've put a lot of effort into making the travel experience between the new lore locations as engaging as possible with the addition of a rideable mount and a sailing boat, both of which are now fully functioning. Here's a clip showcasing both. The entirety of the mount system is implemented in a highly flexible manner, so we (and modders!) can easily add new attachable accessories, or implement other rideables and boats without the need to adjust the engine code. We'll be looking into adding a ownership system where players can claim a single rideable animal as "owned" which would enable a "call to owner" feature where elks can be called back to you in case you loose it or when it fell in a deep hole, as well as possibly add a marker on your map where your elk currently is. Any fatal injury to the elk will place it in a "mortally wounded" state for up to 24 hours to give you the chance to revive it using poultices. The Elk will come with two types of bridles which is how you select your preferred control scheme of the mount. The first bridle requires you to hold down the forward key to ride, whereas the other is toggle based - press forward once to start riding, press backwards once to stop again. The former allows for precise control, the latter allows you do perform other tasks as you ride. I also make use of the rope system to keep elk from wandering off. This does not mean ropes are fully functioning now as most players would hope, but it might be just about mature enough for the use cases as shown in the video. I do still consider the rope system to be in an experimental state. As for acquiring these mounts, the ship itself can be built bit by bit by the player and will require a significant amount of resources. Our trusty elk for now will be purchasable at a trader, and at a later update we plan to add a mount specific taming system. All in all, the new mounts will likely fundamentally change the mid- to endgame experience. The eagle eyed amongst you might have also noticed I was carrying a new kind of backpack in the video - there will be a new, costlier to craft, leather tier and with it indeed a new tier of backpack, further expanding your carrying capacity. On a technical level, the elk and sailboat is jam-packed with new engine tech to provide intuitive interactions and solid gameplay. I had to write a multi-selectionbox system for entities, rewrite how entity inventories are handled, rewrite large parts of the mounting system, fix a number of issues that surfaced in the process as well as implement a multiple hitbox system so that players cannot drive their boats into solid blocks. This means even traversing narrow water canals should be no problem for the new boat system. Oceans Oceans received some TLC as well. Below screenshot showcases three significant upgrades: The previously announced new murky water shader, distant oceans are now made to look endless (before you'd see chunk borders) and new underwater flora. Suffice to say, the Oceans are slooowly filling up with content! Animations Rework Long term, we will be looking at redoing most if not all animations of our current roster of creatures. Ambroise already got the Wolf redone, but then had to prioritize the upcoming creatures for 1.20 Bricks Overhaul This is now in full swing as well. You'll be able to produce Arkaiks lovely new brick types through the addition of a beehive kiln that'll let you fire 20 to 30 block spaces worth of ceramics in one go, and not just bricks. Here's the first iteration of these bricks in the creative inventory. Here's a piece of in-game concept art on how the beehive kiln will look like, roughly Head and Wearables Uni-Sizing Project Our Artists were also hard at work at getting the heads of the seraph and trader to the same size, so that wearables are easily interchangeable, allowing us to add greater variety to all current and future (hinthint) humanoids. All seraph clothing is now also full 3D Models instead of a textured overlay - which will make placement of clothing on armor stands much more straightforward to implement. For modders: We've resized the player head model to 5.5x 5y 5z voxels. #devlog Recap If you have been following us on Discord, you also might have seen several other small updates which I'll list here as well. Insects will enrich the world of VS At long last dejanked the holding of very hot items, they are now visually held by tongs The Moon moving over the Sun will now produce actual Eclipses Hot molds will shatter if exposed to water The 100+ world settings are now much better organized through the use of Tabs Quad particles will have smooth edges, creating less jarring visual artifacts Woop! Beyond that, the list of smaller additions, tweaks, rebalances and fixes is ever growing as well. We're still hopeful to release the update this year. Stay tuned!
  5. Would be great, but creating a new trailer takes 2-3 months. Not enough new content yet to justify spending this much time on it.
  6. Dear Extraordinary Survivalists v1.20.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies"). Our main effort went into advancing the game's story which continues right where we have left off in 1.18 - The Resonance Archives. As mentioned in previous posts once 1.20 is finished you will be able to explore 4 unique story locations, with new game defining mechanics to boot! As the devlog title already reveals, the second story chapter still needs to cook a little longer, but we are optimistic that we can still complete it this year. Most of the lore-related game mechanics and assets are in the game, but currently disabled from appearing in-world. Once the second story experience can be played through fully without major hitches we will be enabling all lore content. As always, the primary goal of these preview releases is to give modders plenty of time to read and understand the API changes as well as address the myriad of bug reports we usually get from our very helpful early testers in our community. We continue our tradition of challenging the status quo of what this game engine can do - this time by adding support for mountable creatures and vehicles. You will be able to kit out your brand new trusty elk and sailboats in various ways using precise and intuitive controls. All this is programmed in ways that is very easy for modders to add their own mounts and upgrades. All in all we feel confident this will re-define how you will travel in the world of Vintage Story. New or Updated Engine Tech Server side physics: Gone are the days of bouncy items. All physics simulation (except the player) is now entirely server side and sent over the network using UDP - a quicker method of transferring data. This should bring the benefit of smoother motion of other players, creatures and projectiles - in Singleplayer as well as Multiplayer - as well as reduced CPU usage on the client, especially in situations where there are lots of dropped items. Entity Part targeting: Using a new entity behavior, individual parts of an entity can now be targeted and interacted with. This allows for much more intuitive interactions with creatures and other non-block entities. Entity Multi-Box Physics: Using a new optional physics behavior, entities can now have multiple collision boxes. This is used for the new sailboat so it does not clip into blocks. It also opens the door for improved physics on creatures that are long and thin, such as deer. Entity Attachable System: Can now, through the use of JSON code alone, create an entity to which blocks and items can be attached to. The attached blocks can in turn also implement custom behaviors (in C#) for when they are interacted with while attached on an entity, for example opening a bag that is mounted on a horse. Entity Animation Cap Upgrade: An entity used to be limited to 46 boxes that can be animated at the same time, this limit is now raised to up to 1000 World Dimensions: We have continued working on our dimensions system. More info on this still to come. Dynamic rope system: Still a work in progress, but maybe just about stable enough for full integration. Modding conveniences: Block, Item and Entity json files can now use file inheritance, to save on config duplication. Additionally for Entities, their behavior configuration can now be defined only once instead of once per client and server. Several improvements were also made on the ModMaker.exe Please note 1. This first preview release is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, possible performance issues and crashes. The lore content will also not spawn right now. 2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on info.vintagestory.at and not on this blog. As usual, a new v1.20 blog post will then come when the first full release candidate (rc.1) is ready 3. If testing 1.20 on an old world from 1.19 or earlier, we strongly recommend making a backup copy before loading the world in 1.20. 4. We do not recommend starting a new permanent world with 1.20-pre.1. Some of the pre-releases might still break things. A world created in pre.1 or older will not automatically generate all of the new story content which we anticipate including. Therefore we recommend make a new test world for your 1.20-pre.1 adventures 5. In general it is a good idea to disable all your previously installed mods, when testing 1.20-pre.1. Until the mods have had a chance to update for 1.20, games with older mods installed will have a strong chance of producing issues or crashes. Still planned for rc.1 Completion of all the lore content. More ocean content. Hopefully proper wind affected steering of the sailboat. Finish up various other incomplete features with the sailboat and Elk. Properly document all the world edit changes. Work on all the other unfinished parts of the update. 2-Factor Auth for the game client. Gifs/Screenshots Mount system: Rideable Elk and Sailboat Sailboat construction system Upgraded Raft: now has stowage for the oar and can carry a basket Ocean Content: Visual upgrade - murky shader and opaque oceans Ocean and Lake Content: Many more underwater plants Ocean Content: Saltwater Coral reefs (WIP) Reworked wolf model and animations Bricks overhaul. 130+ new variants of brick blocks The beehive kiln: A new system of baking bricks The most common hot items are now held correctly with the tongs Hot ground stored items are now also incandescent and shading of held ones is improved. Added insect life New high tier carriable bags: Sturdy leather backpack and Sturdy mining bag. Made from end game materials. Two new types of bombs The Moon moving over the Sun will now produce actual Eclipses Hot molds will shatter if exposed to water The 100+ world configs are now much better organized through the use of Tabs Smooth edges for quad particles, creating less jarring visual artifacts and more satisfying explosions Trapdoors are now woodtyped, come in 2 variants each and animated like the door. For modders and future game content (hinthint): Entity Activity System with ingame Editor. Lava and Boiling water now kills nearby grass More beams for creative mode players - shingled roof, ropes of various thicknesses and chains All Game updates Feature: Animal Riding system. First Mount: The Elk Uses a brand new interaction system that allows one to target individual parts of a creature For now, purchaseable at the treasure hunter once you have handed in the tinbronze pickaxe Can be kitted out with additional storage options and be used like a tool rack for various items If mortally wounded, will enter a mortally wounded state where players can still rescue the animal using poultices. If left untreated, will die after 24 ingame hours. Can ride without holding down a button, using a bridle built for long distance travel Feature: The sailboat A much larger watercraft compared to the Raft currently in the game Uses brand new physics for the correct simulation of non-square creatures and entities Allows for mass-transport of goods, players and creatures. It comes with 8 slots where players can either put chests, crates, seats or creatures through fence posts. Can allow up to 10 players to travel on water The elk can be placed on the sailboat by attaching a rope to an elk, and then attaching the rope to a fence post that has been placed on the sailboat Is not carryable, it must be built step-by-step near water Feature: Upgraded Raft They now have stowage space for the oars and one basket Feature: The bricks and brick firing overhaul Added behive kiln: Allows you to fire up to 27 full blocks worth of clay wares at once. Allows you to fire bricks in 4 different colors by adjusting the level of ventilation the kiln receives Added red clay deposits, and item. Red clay is now the most common clay deposit. Blue clay no longer spawns at higher altitudes. Fire clay is now only found below coal deposits or crafted from blue clay and flint. Added a huge amount of variety of bricks with different sizes, patterns and colors Peat piles and firewood piles can now be ignited like coal piles, which can now be used to fire the new beehive kiln Experimental Feature: Ropes/Leashes, Attempt #2 This is a second attempt at getting it gameplay ready, it might get removed again! Rope allows you to pull domesticated animals. Simply right click them with rope in hands. You can right click on a fence pole or trees to attach the animal to the pole. A leashed animal can be placed on a sailboat, requires a pole to be placed on the boat first Can now lengthen/shorten rope with tool modes when holding rope in hand. Hard stretched ropes will now emit a sound, a overstretched rope will snap with sound and particles. Rope now visually attaches to animal necks and player hands. Fixed multiple issues related to rope Feature: 1 New Hostile Mob (+one more very soon): No more information on these for now. These are for you to discover. Feature: Insects! Tiny noisy particles that make the world feel more alive Added jumpy noisy grasshoppers. Only spawn inside plants during warm and dry days and only in some patches. Extra noisy cricket sounds during the summer months. Added very noisy cicadas to warmer areas Added swarms of mating gnats above wet area lakes Added uncommon coquis to jungle-type areas Added Water strider on water sources Feature: Tabbed customize world screen. Makes it alot easier to navigate through the myriad of world configs the game offers nowadays. Feature: Added solar eclipses. It was already the case that the moon moved right in front of the sun - now it also has an actual effect of darkening the world for a minute or two. Feature: Tool and ingot molds will now shatter when underwater, when watered with the watering can and during medium to strong rainfall. Will leave behind a shattered mold model and breaking it will yield 70-80% of metal bits worth of the original pour. Feature: Greatly improved Water visuals Feature: New render pass to visualize water murkiness. Water surface visual tuning Feature: Greatly mitigate the seafloor being visible at the edge of loaded chunks. This greatly improves the looks of Oceans Fixed fog visible inside lakes Should finally, finally also fix ugly noise pattern on water edge foam Feature: New Blocks (not survival craftable) Feature: Added 2x3 gate Feature: Added quad logs Feature: Added plaster washes, white and yellow variants Feature: Added 3 meter diameter wagon wheels. Existing short-axle wheels now placed from 'outside', rather than 'inside'. Feature: Added 'roof beams' which are short sections of roof using the beam mechanic, to allow for greater freeform placement (WIP) Tweak: Added Ruined torchholder model Feature: New Blocks (survival craftable) Tweak: Added four sets of ruins-only brick Feature: Added bamboo fences and gates. Added bamboo piles Feature: Added wooden roofing blocks Feature: Added half sized roofing blocks for all roof types, for cases where an entire block is too much Tweak: Added electrum lantern. Electrum can now be used in lantern lining Tweak: Added continuous smooth roof plane beams Tweak: Added 'ridge beams' for roofs. Meant to be used in peaks and valleys, and to cover 'loose ends' Feature: Added master sound slider to affect the volume of all ingame sounds Tweak: Gameplay balancing changes Feature: Added craftable sturdy leather backback and sturdy leather mining bag which requires the new sturdy leather to make, and holds two more slots than a normal mining bag Tweak: Standard mining bag buff from 10 slots to 12 slots Tweak: Farmland buff - now dries out after 96 hours, instead of 48 Tweak: Auction house buff. The traders managed to streamline the auctioning! Auctions now last twice as long for the same cost and delivery cost is reduced by 30% Tweak: Added two new types of bombs for rock blasting and for damaging creatures respectively Tweak: More items can be placed on the ground now: Most food items, cattail and papyrus bundles, bamboo, chute sections, compost, blasting powder, flax twine, iron blooms, leather, metal chain/lamellase/scales, and quartz Tweak: Aggressive animals (bear, hyena, wolf) and larger passive animals (deer, goats, moose, etc) now spawn a little further away from the player Tweak: Doubled creature swim speed by default. Add creatureSwimSpeed worldconfig to adjust this value. Tweak: Buying price and demand for aged crates by traders reduced Tweak: Lightning rods are now crafted in the grid using 3 copper rods, rather than being smithed on an anvil. Copper rods must be smithed though. Tweak: Fruit press now requires a metal rod, rather than metal ingot Tweak: Hyena drops reduced Tweak: Termite mounds now take significantly longer to break and leave a destroyed termite mound when broken, which will grow again into a populated termite mound within a year. Tweak: Dye recipe liquid requirements adjusted to work with a full 50 liter barrel, rather than forcing the player to remove 2 liters to make it work. Tweak: Edible bamboo shoots now spoil faster Tweak: Grid recipe for terra preta doubled in costs, except for high fertility soil which remains at 1 Tweak: Don't spawn cassava crop in deserts (minrain 0.2 => 0.28) Tweak: Reduce amount of loose surface malachite bits by about 25%, by slightly lowering malachite deposits Tweak: Dropped items that cannot combust or do not melt at 800°C no longer burn when thrown into fire Tweak: Cider/Wine rebalance - now lasts 10 times longer but only yields half the satiety Tweak: Quern recipe now also require a hammer and chisel Tweak: Bucket crafting recipe now also accepts rope, in addition to twine. Tweak: Grass coverage on soil now dies if adjacent to boiling water or lava Tweak: Rewrote algorithm that ignites blocks that are near Lava, which should make it less buggy / oddly behaving Tweak: Hardened clay removed from recipes and moved to legacy folder (replaced by wattle & daub) Tweak: Add flint deposits to limestone. Add extra-large but rare flint deposits in limestone and chalk Tweak: Cementation Furnace process can now also break refractory brick grating Tweak: Bow aiming accuracy rework The Ranged accuracy stat should now have a significantly more noticeable impact The Ranged accuracy stat in the character dialog now also reflects the accuracy bonus of the currently held bow. The bow accuracy bonus is also visually reflected in the aiming reticle. Tweak: Planks (blocks, slabs, and stairs) as well as beams' burn temperature reduced from 800 to 600, in line with other 'wood products' Fixed: Can no longer till ground with a block above, prevents wildcrop harvesting exploit Fixed: Clay oven not providing heat to the player Fixed: Tropical wild vines could not be used to make rope. Fixed: Crude door no longer falling apart from opening/closing as they used to in 1.18. Lowered break chance from 10% to 8%. Tweak: New optional survival challenges In Homo Sapiens and Wilderness survival playstyle: Can no longer create water source blocks with a bucket. In the wilderness survival mode, lightning now causes fire if there is very little rain over 10 days Tweak: Creative mode changes Feature: Can now use wrench to offset clutter model Feature: Worldedit overhaul When in Select, Move, Import mode you can use the scroll wheel to perform various actions, they can be switched by pressing F (hotkey for Select Tool / Clayforming mode). Those actions will also use the step size to perform moving or increase decrease the selection. This modes need to have the Wand Itemd in hands to perform their actions (left and right click, see tooltip for more details) Feature: Option to hide the Right settings panel (use full when you need to see the coords or axis you are looking for, enable .edi to see the axis in the coordinate HUD) Feature: option for import tool to not update the position on right-click (UPP) Feature: start and end position markers within the selection Feature: option for scroll tool mode to restrict action onto a certain axis (SAL / Scroll axis lock) Feature: Hotkey for CTRL + Z for undo (can be changed in controls) Feature: Hotkey for CTRL + C to copy the current selection and when switched to the import tool you can start placing it (can be changed in controls) Tweak: Use the new Minidimension system for the move tool to help with performance on large structures and fine adjustments Tweak: Moved the step size setting to the main control (top left) Tweak: Moved Tool offset mode from the right settings panel to Paint brush , Eraser and Chisel brush tool Fixed: Magic wand on pressing left mouse button it would destroy blocks Fixed: Preview selection and place issues with the chisel brush tool Fixed: Mirror with beams Fixed: Slanted roofs not rotating properly Fixed: Various fixes to all kinds of tools to function as expected and described, see their tooltips when you mouse over them Tweak: Added selectable collider block for chiseling with Tweak: Inventory management tuning Tweak: Inventory Pickup and drop off sounds (WIP. Currently has only one sound) Tweak: Can also also use the keyboards right SHIFT key for moving items in the inventory Tweak: Shift+Left Mouse click moving items from creative inventory no longer moves items into the backpack, which is not accessible in creative anyway Fixed: Selecting a tab in the creative inventory and closing + reopening did not remember the opened tab but the list of tabs did not reflect this Feature: Handbook improvements Tutorial system improvements: Can now restart a tutorial from the handbook. Fixed "grabbing a torch from the firepit" not being counted when using shift+left click Fixed no intuitive way to complete the last tutorial step. Added Sneak + H (Show Survival Handbook entry for currently looked at block) hotkey to the list of Controls under Settings Slightly less bad command handbook text formatting, added scale font tag, e.g. <font scale="80%"> Tweak: Creature AI improvements Most creatures no longer just passively accept getting pummeled by ranged weapons at a large enough distance. They will now run away. Fixed hostile mob target circling behavior working again Attacking hyena pups and moose infants now alarms nearby adults Improve moose behavior so they don't run up to the player and then run away without attacking, repeatedly Fixed: Fix 3 major bugs in the A* pathfinding system Vertically tight pathways were considered not traversable if they werent at least 2x the height of the entity itself Entity considered itself stuck when it wasn't and canceled its current action as a result Chicken egg laying and a entity chasing other entities/players likely not fully working as intended (The WaypointsTraverser.NavigateTo() method, the non-async method of pathfinding did not correctly take in all method arguments. ) Tweak: Further visual fine tuning Feature: All Seraph clothing is now in 3D Feature: Seraph now holds hot crucibles and ingots correctly. Purely a visual change. Other hot items still outstanding. Tweak: Particle fine tuning. Quad particles now have smooth edges. Explosions now produce larger smoke particles. Water splash particles max velocity capped because it looked unnatural. Tweak: Damaged refractory bricks now have a physically eroded model, in addition to the cracked texture overlay. Tweak: Game juice: More satisfying particles when smithing (longer lived, more bouncy, fade to red, respect anvil and work item hitboxes) Tweak: Made snow particles more affected by wind Fixed: Temporal storm glitch effect on blocks went missing in 1.19 Fixed: Player underwater could occasionally rotate backwards 360 degrees when feet touched bottom Fixed: Broken transparency on glass case bookshelf models Fixed: Soil as part of a chiseled block not frosting over in winter like other soil does Fixed: Jitter when doing left click scything and then holding right mouse button. Fixed: Seraph sliding issues while on a wobbly raft Fixed: Greatly mitigate player model extremely jerky when swimming with the jump key held down Fixed: Fireflies and lightning flash particles not properly glowing Tweak: Fp Animation for pouring liquid metal improved. Tweak: Adjusted tool mold held transforms Tweak: Held anvil and anvil parts now shown as held in both hands. Tweak: Changed color of cattail bundles to less intense green, fixed held and dropped cattails way too dark Tweak: First person hands, lag slightly behind when changing view direction, looks more natural Tweak: Remove shinyness effect from iron and lead metal blocks Tweak: Cementation Furnace sync visual particles with when you actually receive heat damage Tweak: Minor remodel of the crucible, needs one more layer of clay when clayforming Fixed: Apparently completely fixed sun shadows inside caves at no additional FPS cost?! Fixed: Placing carpets on chiseled blocks caused them to become squeezed - medium carpets can no longer be integrated into a chiseled block Fixed: All creatures and entities wobbled sideways in the first few frames of being loaded Fixed: Mitigate super squeezed textures on support beams at the end of the beam Fixed: Chest labels wind waving in some cases Fixed: Misaligned texture on the underside of firewood Tweak: Indoor rain sound improvements Now uses a clearer sound, the volume of the sound is now affected by the intensity of the rain fall, it is now properly fading in and out while inside rooms, it now requires twice as many glass panes for full volume (4 instead of 2), generally boosted the volume of the sound itself. Improved sound quality when the rain window ambient sound is emitted from multiple sources. Mitigate hardswitches from L to R speaker between to nearby windows, mitigate synchronicity/echo-y sound oddities (now starts playing the track at a random playback position to avoid weird overtones when 2 play at the same time at the same playback position) Fixed: Rain on glass splash sounds is now affected by the Weather sound slider instead of the Ambient sound slider Tweak: Gameserver changes Tweak: New (additional) command for whitelist control. Use /whitelist on/off to toggle whitelist system. Use /whitelist add/remove playeruid to add or remove players from the whitelist. Tweak: Server now monitors RAM usage. If it reaches 90% of the configured value it will print every 60 sec a warning and shut the server down once the limit is reached. Can be changed in the serverconfig.json "DieAboveMemoryUsageMb": 50000. Default is 50 GB Tweak: Dedicated game servers are now whitelisted by default. The ServerConfig "OnlyWhitelisted" is now obsolete, use WhitelistMode: "off/on/default" instead. (default means whitelist is on for dedicated servers, off for single player open to lan servers) Tweak: Server advertising on the public servers list is no longer enabled by default Tweak: archiveLogFileMaxSizeMb is now applied to all logs from one session instead of individual logs Tweak: Added server Audit log for PVP damage Tweak: Landclaiming, display claimed area in cubic m³ instead of horizontal area m² Fixed: Three rare server side exceptions Errors logged caused by coal piles, the Bugnet and Fire Fixed: The "/serverconfig setspawnhere" spawn position was retained across savegames, which caused all kinds of bugs. The spawn point set by this command is now stored in the savegame instead of the serverconfig.json. Old savegames are automatically updated to this new config. Tweak: Chat Commands changes Tweak: Improve command help output for ban command Fixed: .debug (chunk,region,logticks,ci,edi,...) could not be used on servers without admin permissions Tweak: Add .debug wireframe landclaim utility as admin Tweak: Add rudimentary command exporter for the wiki .chb expcmds Fixed: Command /we replace-material did not work for beams on chiseled blocks Tweak: Performance tweaks Tweak: 2 to 4 FPS improvement in thick forests, e.g. 40fps->42fps (Technical info: We pre-compute colormap values and the LOD0 fade in the vertex shader, instead of computing it in the fragment shader) Fixed: Minor memory leak (Quern sound never unloaded when the block got out of range) Fixed: When in overhead camera mode, the seraphs turning around motion was not smooth Tweak: IP Addresses in the escape menu now hidden by default (with a link to reveal ip) Tweak: Surgeon hood (worn on head) changed to mask-hood combo, and moved to face location Tweak: Allow use of +/- keyboard keys to zoom world map in dialog mode Tweak: Less squishy entity pushing. Made rafts and boats pushable Tweak: Fixed GUI Layout issues in the disconnected screen and improved error messaging when a Vintagehosting address could not be resolved. Tweak: Worldgen Vegetation is now seed deterministic, which means if you generate a world with the same seed in the same VS version it will look the same now Tweak: Increase chance of inlog beehive spawning Tweak/Fixed: When in creative mode and chiseling can now add a vertical log to a chiseled horizontal log Tweak: Shears smithing recipe changed to look more like shears, and use most of the voxels in an ingot. Tweak: Rename rope item to 'coiled rope'. Tweak: Flint/stone hoe knapping recipes made to more closely match the actual tool head Tweak: Hoe mold and smithing recipe now better reflect the actual appearance of the hoe head. Tweak: Male and female wolf size now vary by +/5% Tweak: Described how lightning rods works in the block description, as it was undocumented. Tweak: Dont raise shield while interacting with something, i.e. right mouse button down Tweak: Deer antlers are now at mature size for 2 months, rather than 1, and growth time is extended to 6.5 months. So male deer will now have some stage of antlers from about 8.5 to 9 months of the year. Tweak: Revert explosion sounds to old style Tweak: Run main menu at a fixed framerate, ignoring the players graphics settings, to prevent unnecessary hardware load Tweak: Vine sections can now be grid-swapped into end sections, and vice versa. Tweak: Bears can spawn in any depth of snow, mainly relevant to Polar Bear of course Fixed: The Login error that is caused from too many login attempts only showed "bruteforceprotected" instead of a proper error message Fixed: Discovery a new story always uncovered 2 chapters at once Fixed: Multiple text formatting bugs when reading lore from the lore item directly Fixed: Looking up while walking on carpets (or other decor) cause the decor sound not to play Fixed: Raft ambient sound broken when there's multiple rafts/boats around Fixed: Camera jumping to ground level for 2-5 frames while in immersive fp mode and changing the seraph outfit Fixed: Vegetation and Stalagmite did not properly check for story structures and could generate anyway Fixed: Held item dropping incorrect shadow on itself in fp mode Fixed: Entities where not rotated correctly with schematics Fixed: Reed handbasket would sink in water Fixed: Player turning around in overhead mode when entering chat Fixed: Player could cause "Only available in creative mode." spam for last logged in player Fixed: Rare crash in weather system Fixed: Properly fix sound loading issues (especially with RAM setting Somewhat Optimized) Fixed: Worldedit control "Override default values" did not reset rain override Fixed: Prevent game crash from an invalid world config when hovering over propick readings on the world map Fixed: Playstyle selection wonkiness (not reloading on mod selection change, crashing when mods are disabled) Fixed: Clipping textarea in the chisel block Rename Dialog Fixed: Auction house, when confirming a purchase, unchecking and checking the "Deliver" box showed the wrong total price Fixed: Antler mount's placed by worldgen would not have a material assigned, displaying the unknown texture instead Fixed: Bookshelves and scroll racks placed by worldgen would not have a material assigned, displaying the unknown texture instead API / Modding Changes Feature: Entity Activity System and Ingame UI Editor. Open with `.dev aedit`. More info on this feature in another update Feature: Spherical fog system. More info on this feature in another update Feature: Improved dimensions support in the game engine and API. More info on all this in a future post Feature: Allow json file inheritance for blocks, items and entities using property "inheritFrom", example: assets/survival/blocktypes/wood/woodtyped/roughhewnfence-fsnow.json Feature: Max animated elements cap is now 230 but up to 1000 can be set via settings (Technical info: Now sending animation shader data via UBOs instead of uniforms) I had to remove the 4x3 matrix optimization because UBOs seem to pad non 4-int rows and thus break the matrix stride. On the bright side this change should actually improve performance by a little bit by not uploading unused transformation matrixes (uploads now only until the necessary jointid instead of GlobalConstants.MaxAnimatedElements Feature: Modmaker Improvements Now asks the user if they wish to ignore the shapes folder when looking for file differences. The shapes folder contains nearly 4,000 relatively large files, it takes up a large portion of time when searching for file differences. However, many mods and modders do not have a need for this. Ignoring the shapes folder cut down execution time by an average of 65% (from 9055ms avg. to 3122ms avg.). Adds a function to the modmaker which restores all vanilla assets in their unmodified, vanilla state Add ability to re-export all the JSON assets in a standardized way. When editing vanilla files in Notepad++, nearly every property is highlighted in red due to it not using "s for property names, and similarly with Visual Studio. By importing each json file and immediately exporting them, it reorganises them in a much neater, IDE-friendly manner Adds the ability to delete the temporary folders created by the mod maker. In case any one has any issues with the mod maker, they can run this and it may resolve them. Saves them from manually finding and deleting temp folders Makes the mod maker compare files based on their JSON properties. Although this has a minor performance impact, it allows the ability to validate all the JSON files to ensure they are valid, as well as allows the modder to use different JSON formats if they so wish. Feature: New entity type property: "behaviorConfigs". Can be used to pre-define entity behavior configs, which get applied to both server and client behaviors, eliminating the need to write configs twice. Feature: Can now also add hair elements to the seraph that are only shown when certain clothing items are worn. Example implementation: assets\game\shapes\entity\humanoid\seraphskinparts\hair-extra\braidedup.json Feature: Can now define IgnoreElements for block/item/entity shapes Feature: For semi-submerged boats, can use EntityBehaviorHideWaterSurface to not render water inside the boat using a flat plane of hiding elements in the boat model file. See also boat.json Feature: Can now use step-parented shape overlays for entities. Example: Male elk Feature: Added Multiple collision boxes entity behavior. Currently only available as an upgrade to the PassivePhysics entity behavior. Refactor: IMountableSeat.SuggestedAnimation now needs to return a AnimationMetaData instead of a string Refactor: Big rewrite in how entity inventories are coded. There is no longer a single placeholder entity.GearInventory field instead there is now a abstract class EntityBehaviorContainer that "container entity behaviors" can inherit from such as EntityBehaviorAntlerGrowth and the new EntityBehaviorDressable. This also necessitated the replacement of EntitySkinnableShapeRenderer by a new class EntityBehaviorTexturedClothing which inherits from EntityBehaviorContainer. Refactor: Clean up BEIngotMold and BEToolMold code Refactor: Entity.BodyYawLimits and EntityPlayer.BodyYawLimits and HeadYawLimits.HeadYawLimits are now of class AngleConstraint. Changed definition from min/max angle to center+range angle. Refactor: shape.SubclassForStepParenting() no longer prefixes a dash "-" to the texture codes Refactor: Unified Seraph and Trader head sizes and accessories Refactor: Block.ShouldPlayAmbientSound() is now obsolete, use GetAmbientsoundStrength() instead. Refactor: Add BlockPos argument to IDrawYAdjustable.AdjustYPosition() Refactor: Block.GetSounds(IBlockAccessor blockAccessor, BlockPos pos, ItemStack stack = null) is now Block.GetSounds(IBlockAccessor blockAccessor, BlockSelection blockSel, ItemStack stack = null) Refactor: Removed property entity.GearInventory. Now replaced by EntityBehaviorContainer. Refactor: Removed EntitySkinnableShapeRenderer. Now replaced by EntityBehaviorTexturedClothing Refactor: Field InventoryBase.OnAcquireTransitionSpeed is now an event, i.e. use += to register to the event Refactor: Parts of BlockEntityContainer are now in a BE-agnostic class named "InWorldContainer", stored in the block entity field "container" Refactor: Rename IMountableSeat.CreateMountable() to IMountableSeat.GetMountable() Refactor: Rather major refactor of the player mounting system. Renamed IMountableSupplier to IMountable. The previous IMountable is now called IMountableSeat. The interface methods IMountableSupplier.IsMountedBy() and IMountableSupplier.IsBeingControlled() and are no longer required they are implemented by class extensions now. IMountableSupplier.MountPoints is now IMountable.Seats. Removed IMountableSupplier.GetMountOffset() and IMountable.MountPosition it is replaced by IMountableSeat.SeatPosition and IMountableSeat.RenderTransform(), which is a more intuitive, more concise and more powerful way of getting the player to the intended seating position, and with the right transforms. Refactor: Rename block clutter property randomizeDimensions to randomizeYSize Refactor: Collectible.IsBackPack() is now obsolete. Use collectiblebehavior { name: "HeldBag" } instead Refactor: rename IMountableSeat.CreateMountable() to IMountableSeat.GetMountable() Removed: EntityAgent.OnNoPath() and EntityBehavior.OnNoPath() method deleted they are not needed Tweak: Reserved characters for AssetLocation paths are listed in GlobalConstants.ReservedCharacterSequences (Detail: Textures only for now, as that is the main area where reserved characters should not be used. The game checks all mod filenames in the "textures/" path for these reserved characters at game startup, will throw an exception if found) Tweak: New particle property LightEmission Tweak: Add "withDrops" property to BehaviorTransformBreak Tweak: Can now use shape overlays for clothing Tweak: Allow TransitionableProperties (perishableProps in cooking pot recipes) with transition type "None" Tweak: Cooking recipes add support for "DirtyPotOutputQuantity" property Tweak: Most server side events are now more robust against crashing mods the event will continue to be executed on the remaining mods instead of stopping Tweak: Made IShaderProgram.AssetDomain available to mods Tweak: Clean up animation code related to loading the animator object. AnimationCache.InitManager() is now obsolete Tweak: Added .debug dumpanimstate [entity selector] and /debug dumpanimstate [entity selector]. Helpful for investigating incorrect blending of animations Tweak: new BlockFacing.HorizontalFromYaw() method to get facing from player yaw Tweak: Mainhand and offhand items can now apply any character stats via statModifier Tweak: Can now add a "whenSwimming: true/false" condition to AI tasks Tweak: Made henbox more moddable Tweak: Can now also associate sounds to an entity animation frame directly in the AnimationMetaData object Tweak: Can now set vertex flag bit 28 to 1 for liquids to have them rendered mostly opaque Tweak: Made IMPPowered interface public Tweak: New ModSystem method: bool ShouldLoad(ICoreAPI api) Tweak: Added CollectibleObject.SetDurability() Tweak: entity.RenderColor is now an set-able property. Moved damage color overlay to BehaviorHealth.cs Tweak: Removed useless MeshData.AddVertexWithFlagsSkipTexture() which did not skip texture. :facepalm: Tweak: Simplified LinkTextComponent constructor to more compactly invoke link protocols, e.g. api.LinkProtocols["commandhandbook"].Invoke(new LinkTextComponent("commandhandbook://page-you-want-opened")); Tweak: Added command ".debug sound list" to print all active sounds Tweak: Improved `.debug self` output. now prints animation weights per shape element for the player. Only in debug builds. Unborked armor stand again (broke due to creature inventory rewrite). Fixed seraph animation derps while riding. Tweak: The field InventoryBase.OnAcquireTransitionSpeed is now an event, i.e. use += to register to the event. Also to avoid code duplication, parts of BlockEntityContainer are now in a BE-agnostic class named "InWorldContainer", which is also used by EntityBehaviorContainer. Tweak: Avoid game crashing / throwing exceptions on a variety missing vanilla blocks (rusty gear, boilingwater, default worldgen blocks) Fixed: Rare(?) crashes reporting a full texture atlas. (Technical info: RenderItemStackToAtlas did not create a new atlas if all others were full) Fixed: Fundamental design flaw: entityPlayer.Pos.Yaw was always off by 90° and being corrected in various places throughout the engine where such corrections dont belong, such as Vec3d.AheadCopy, EntityPos.GetViewVector() and EntityPos.AheadCopy. Those methods would yield wrong values for non-player entities. Fixed: Bug in meshdata.StepParentShape() related to animations caused a crash Fixed: Lod0Shape not applying alt textures Fixed: Should fix exception thrown in some cases when creating a large explosion Fixed: shape.SubclassForStepParenting() did not subclass element names Fixed: 3D Decors attached to chiseled blocks turned into a flat texture Fixed: Event AfterActiveSlotChanged simply crashing when triggered Fixed: Chat sub commands could not use a different privilege then the base command Fixed: .reload textures causing all climate/season colored geometry to disappear when lots of textures are loaded, e.g. via mods Fixed: Flaw in the texture loading system that caused white borders around distant / shallow angle geometry Fixed: Extremely slow world loading when a large amount of errors are thrown while in developer mode View full record
  7. Of all the planned features on the roadmap I have zero concern about engine limitations. And even so, there are very straightforward optimization paths: Overall GPU Framerate: 1. Switch to Vulkan, 2. Introduce non-cubic LOD (=super low res terrain. Could easily allow rendering of 10km view distance) GPU RAM Use: Optimize Mesh Data Layout (should cut VRAM use in half), non-cubic LOD (can cut VRAM use by 90% at the cost of some graphical fidelity) High CPU RAM use / Loading times: Lazy Load Sounds, Block- and Itemtypes. Database like query structure for block and items. High CPU Usage: Multithread bottlenecked components or simply dont more lean about CPU usage. Generally CPU usage is the least concern right now I think. 1.20 should also notably reduce CPU usage in some cases on the client side, due to physics being only server side now.
  8. Bug reports please to https://github.com/anegostudios/VintageStory-Issues/issues with as much information as possible. That being said, i'm not able to reproduce any of these 3 reported issues.
  9. Dear Extraordinary Survivalists v1.19.8, a stable release, is now available to download through the account manager. Just a maintenance patch. Should reduce the amount of server restarts server owners have to do. Fixes a few annoyances. Soviet panel house by Chuchi Gucci, shared on discord #screenshots Game updates Tweak: Added playername to logging of server command execution (only relevant for multiplayer servers) Fixed: Clutter bookshelves were not dropping items when repaired with glue Fixed: Items getting mixed up / undefined behavior in heavily modded worlds where the amount of item ids exceed 32767 Fixed: Able to move some dialogs out of the visible area, such as the Character Stats dialog Fixed: Hand breaking animation endlessly repeating when holding left mouse down on empty hands then switching to another tool with left mouse button still held Fixed: Left clicking with oars in hands playing attack animation endlessly Fixed: A crock in the auction house crashing the game client when hovered over Fixed: Dynamic lights (like held torches) flicker heavily in 8x8mil worlds Fixed: Chunk generation on larger than default sized worlds had a massive performance leak. Creating a new 8x8mil world is now 5 times faster - the same speed as a 1x1mil world. Fixed: First person animation for pouring liquid metal improved. Fixed: Server lagspikes after several days of uptime. (Technical info: BESpawner not unregistering despawn event, causing 100ms ticks on entity despawning after 7-10 days of uptime on TOPTS) Fixed: Server memory leak on large survival servers after several days of uptime - 7 Mb per unique player since startup. (Technical info: Consumed 1.5 GB on TOPTS after 9 days of uptime due to 209 unique players visiting over this time period. Fixed by not initializing the creative inventory on player join) Fixed: Server crashing when there's a corrupted itemstack inside a crate that a creature tries to pathfind over
  10. Dear Extraordinary Survivalists v1.19.8, a stable release, is now available to download through the account manager. Just a maintenance patch. Should reduce the amount of server restarts server owners have to do. Fixes a few annoyances. Soviet panel house by Chuchi Gucci, shared on discord #screenshots Game updates Tweak: Added playername to logging of server command execution (only relevant for multiplayer servers) Fixed: Clutter bookshelves were not dropping items when repaired with glue Fixed: Items getting mixed up / undefined behavior in heavily modded worlds where the amount of item ids exceed 32767 Fixed: Able to move some dialogs out of the visible area, such as the Character Stats dialog Fixed: Hand breaking animation endlessly repeating when holding left mouse down on empty hands then switching to another tool with left mouse button still held Fixed: Left clicking with oars in hands playing attack animation endlessly Fixed: A crock in the auction house crashing the game client when hovered over Fixed: Dynamic lights (like held torches) flicker heavily in 8x8mil worlds Fixed: Chunk generation on larger than default sized worlds had a massive performance leak. Creating a new 8x8mil world is now 5 times faster - the same speed as a 1x1mil world. Fixed: First person animation for pouring liquid metal improved. Fixed: Server lagspikes after several days of uptime. (Technical info: BESpawner not unregistering despawn event, causing 100ms ticks on entity despawning after 7-10 days of uptime on TOPTS) Fixed: Server memory leak on large survival servers after several days of uptime - 7 Mb per unique player since startup. (Technical info: Consumed 1.5 GB on TOPTS after 9 days of uptime due to 209 unique players visiting over this time period. Fixed by not initializing the creative inventory on player join) Fixed: Server crashing when there's a corrupted itemstack inside a crate that a creature tries to pathfind over View full record
  11. Dear Extraordinary Survivalists The development on boring old 1.19 has stopped some time ago, so let's talk a bit about the next major update - v1.20! ⚠ Danger Zone ⚠ Work in Progress Material ahead! Things may be in an unfinished state, get majorly changed or outright removed again. With that out of the way, and as mentioned in previous devlog entries, the main goal of 1.20 is the addition of the second chapter of the game's story. This will comprise of 4 major and vastly differing locations that will be the near or at the world's surface, as opposed to the very deep first story dungeon. The plan is to have these 4 locations at a significant distance to each other, with new travel mechanics that make journeying an engaging part of the experience. Since Oceans in Vintage Story are an optional feature, and will remain optional for the time being, we aim to build land travel as well as sea travel, in the form of animal riding and sailing respectively. The animal riding part alone required major rewrites with the game's current mounting system, so as to remain flexible, extensible and easily moddable, which is now mostly complete and we're currently in the process of working out the countless kinks of our fledgling riding system. More specifically, the goal is for Elks (and yes, also Horses, albeit to a smaller capacity) to become something akin to a mobile base, with some amounts of storage and basic survival necessities accessible through various attachments that you can put on your mount. We would like to avoid the player travelling half the way, running out of food or storage, or getting mauled by a wolf and needing to fully restart the journey, so we will design this experience accordingly. Here's a short demo of the mounted Elk, with some preliminary, not yet functional, accessories attached As for sailing, there is little progress towards its concrete implementation, but should it hopefully simply be a "horse on water" as far as the technical aspect is concerned. We do have a preliminary model for it: Again with the same goal - choose from a (or several?) prebuilt ships, but allow customizability. It is carefully designed to allow placement of block-sized equipment, including your land mount. Possibly in the future we can use the mini-dimensions system to allow full custom built ships, but this is out of scope for 1.20. I won't reveal much on the story locations, but suffice to say, I feel confident they are going to be at least the same level quality of the first story dungeon, offer brand new insights into the game's story, let you encounter some brand new mobs and probably will make you feel quite differently about the game itself. But that is not all! New insect life & other game juice As already showcased, 1.20 will bring at least a bit of new insect life to the world! on Discord I also shared an improved water shader, that will give water a much more murky feel - it should greatly help with the sailing exeperience. High fidelity animations Our new animator is hard at work redoing animal animations New Mob There's going to be another (semi)commonly found mob to complement the current rather homogenous drifter threat. Models are mostly finalized from what I've seen, but for now you will only get to see the vague concept art More bricks We would like to fully rework all in-game bricks and related mechanics for brick firing for 1.20. Here's a preview of the new bricks, drawn by the talented Arkaik. In Conclusion Most of these mechanics we are building are there to support the actual substance of the update - the second story chapter, so there's still more to look forward to We still have lots to work to do until this update is ready, I estimate a stable release date of Q4 2024. Cheers, Tyron and the VS Team
  12. Dear Extraordinary Survivalists The development on boring old 1.19 has stopped some time ago, so let's talk a bit about the next major update - v1.20! ⚠ Danger Zone ⚠ Work in Progress Material ahead! Things may be in an unfinished state, get majorly changed or outright removed again. With that out of the way, and as mentioned in previous devlog entries, the main goal of 1.20 is the addition of the second chapter of the game's story. This will comprise of 4 major and vastly differing locations that will be the near or at the world's surface, as opposed to the very deep first story dungeon. The plan is to have these 4 locations at a significant distance to each other, with new travel mechanics that make journeying an engaging part of the experience. Since Oceans in Vintage Story are an optional feature, and will remain optional for the time being, we aim to build land travel as well as sea travel, in the form of animal riding and sailing respectively. The animal riding part alone required major rewrites with the game's current mounting system, so as to remain flexible, extensible and easily moddable, which is now mostly complete and we're currently in the process of working out the countless kinks of our fledgling riding system. More specifically, the goal is for Elks (and yes, also Horses, albeit to a smaller capacity) to become something akin to a mobile base, with some amounts of storage and basic survival necessities accessible through various attachments that you can put on your mount. We would like to avoid the player travelling half the way, running out of food or storage, or getting mauled by a wolf and needing to fully restart the journey, so we will design this experience accordingly. Here's a short demo of the mounted Elk, with some preliminary, not yet functional, accessories attached As for sailing, there is little progress towards its concrete implementation, but should it hopefully simply be a "horse on water" as far as the technical aspect is concerned. We do have a preliminary model for it: Again with the same goal - choose from a (or several?) prebuilt ships, but allow customizability. It is carefully designed to allow placement of block-sized equipment, including your land mount. Possibly in the future we can use the mini-dimensions system to allow full custom built ships, but this is out of scope for 1.20. I won't reveal much on the story locations, but suffice to say, I feel confident they are going to be at least the same level quality of the first story dungeon, offer brand new insights into the game's story, let you encounter some brand new mobs and probably will make you feel quite differently about the game itself. But that is not all! New insect life & other game juice As already showcased, 1.20 will bring at least a bit of new insect life to the world! on Discord I also shared an improved water shader, that will give water a much more murky feel - it should greatly help with the sailing exeperience. High fidelity animations Our new animator is hard at work redoing animal animations New Mob There's going to be another (semi)commonly found mob to complement the current rather homogenous drifter threat. Models are mostly finalized from what I've seen, but for now you will only get to see the vague concept art More bricks We would like to fully rework all in-game bricks and related mechanics for brick firing for 1.20. Here's a preview of the new bricks, drawn by the talented Arkaik. In Conclusion Most of these mechanics we are building are there to support the actual substance of the update - the second story chapter, so there's still more to look forward to We still have lots to work to do until this update is ready, I estimate a stable release date of Q4 2024. Cheers, Tyron and the VS Team View full record
  13. write us a support ticket for it please, with ip address attached (from https://www.whatsmyip.org/)
  14. Dear Extraordinary Survivalists v1.19.6 and v1.19.7, a stable release, is now available to download through the account manager. [Edit:] Also released v1.19.7 with the following changes: Fixed: Issues with typing caused by the 1.19.6 drunk typing fix Fixed: First person hands visibly detached while drunk and typing in chat Fixed: Should fix anvil hit not registering when clicking left mouse button in the moment where the hammer swing ends Fixed: Don't crash client on corrupt chunk Please notice, v1.19.7 is not compatible with v1.19.6 or older servers - you will not be able to join unless they are updated. Some few minor fixes in this update, nothing to write home about. If you haven't seen it yet, check out the grasshoppers, coquis, cicadas and pond insects coming in v1.20! These are created using a new entity-particle hybrid system that allows large quantities to be loaded concurrently at the cost of non-interactability. pretty cool cave - shared by Billy Mays in #general Game updates Fixed: Double anvil hit when opening inventory mid hit - likely also fixes other double hit cases Fixed: Multiple visual issues when using a high field of view Fixed: Mitigate no longer able to use any tools after world reload by resetting the state when switching active hotbar slot Fixed: Multiple issues with drunk typing Fixed: "/time add" command allowed negative values Fixed: Cancel button on backup confirm screen not functioning API Fixed: RegisterEventBusListener() delegates called twice in some cases View full record
  15. Dear Extraordinary Survivalists v1.19.6 and v1.19.7, a stable release, is now available to download through the account manager. [Edit:] Also released v1.19.7 with the following changes: Fixed: Issues with typing caused by the 1.19.6 drunk typing fix Fixed: First person hands visibly detached while drunk and typing in chat Fixed: Should fix anvil hit not registering when clicking left mouse button in the moment where the hammer swing ends Fixed: Don't crash client on corrupt chunk Please notice, v1.19.7 is not compatible with v1.19.6 or older servers - you will not be able to join unless they are updated. Some few minor fixes in this update, nothing to write home about. If you haven't seen it yet, check out the grasshoppers, coquis, cicadas and pond insects coming in v1.20! These are created using a new entity-particle hybrid system that allows large quantities to be loaded concurrently at the cost of non-interactability. pretty cool cave - shared by Billy Mays in #general Game updates Fixed: Double anvil hit when opening inventory mid hit - likely also fixes other double hit cases Fixed: Multiple visual issues when using a high field of view Fixed: Mitigate no longer able to use any tools after world reload by resetting the state when switching active hotbar slot Fixed: Multiple issues with drunk typing Fixed: "/time add" command allowed negative values Fixed: Cancel button on backup confirm screen not functioning API Fixed: RegisterEventBusListener() delegates called twice in some cases
  16. There is a decent chance that for 1.20 or 1.21 the entire beam will have a hitbox, from then on it will be easier to break
  17. Much like in previous updates the game will stay compatible with old world saves, but new content might not generate or only generate in new chunks.
  18. Dear Extraordinary Survivalists v1.19.5, a stable release, is now available to download through the account manager. This is likely the last major bugfix patch for 1.19 - just yesterday I have asked our coding team to begin prioritizing tasks for the upcoming 1.20 update that revolves around the second main story event. This part of the story will involve a lot of travel and consequently will require new systems and experiences to make traveling more engaging. Screenshot by MannyXIII, shared on Discord #screenshots All game updates since v1.19.4 Revert: 20% mining speed debuff on Rock has been undone. The other debuffs remain Tweak: More first person hands animation tuning Tweak: Adjusted animation for raising your temporal stability Tweak: Bucket now visually stays level when selected Tweak: Improved watering can ready animation Tweak: Adjusted impact and sound frame for smithing Tweak: Watering animation with a watering can now looks better Fixed: Freezing animation no longer continues indefinitely Fixed: Animation Jitter on axehit. Experimental. Might break stuff Fixed: Ready pose for shovel fixed again Tweak: Buffed warmth on reindeer herder coats and boots Tweak: When selecting any language in Interface settings, the restart server and community translations messages are immediately localised Tweak: Linux and macOS users, selecting an Asian language or Arabic, are given a warning message (in English) to check their fonts Fixed: Various potential crashes if packets received or threads still ticking during client shutdown; should fix modded multiplayer server connection issues Fixed: Trader wandering off while trading Fixed: Angry bees not stinging the player Fixed: Boars with offspring attacking even when game settings place creatures on passive mode Fixed: Bighorn sheep (and some deer) still had wrong step heights in 1.19.4 Fixed: Topsoil grass re-growth did not match original worldgen grass Fixed: Item transfer between inventories using mouse was not logged to server-audit.txt, chute placement is now also audit logged, to counter item siphoning Fixed: Fixed curd bundles abusable as infinitely lasting food storage. Remove curd bundle from creative inventory because these are now always empty Fixed: Shapeless recipes not consuming ingredients if spread out with only one per slot, e.g. wooden path Fixed: In Homo Sapiens game mode (or others where lore content is off) locust nests would still spawn Fixed: Torches would not start fires in leaves, grass etc. with Shift+right click Fixed: Bug in creature pathfinding system that prevented them to walk towards their intended goal Fixed: Properly fix crashes / texture atlas overflow related to labeled crates Fixed: Dyes very chunky looking when inside barrels Fixed: Peanuts and Olives not visible in meals Fixed: Distant tule were colored white-ish Fixed: Multiple smithing and player animation issues Smithing not registering hits sometimes. Action/Sound not in sync with animation Smithing hit action sometimes executing twice Some player animations stopping too early, causing jerky movement (e.g. left mouse with hammer) Some left-mouse actions sometimes looping the animation multiple times Other players' animations no longer running Fixed: Iron anvil merging derp and hammering sound not playing Fixed: Ore map generators no longer seed-deterministic since 1.18.8 upon game restart Fixed: Mobs dropping Jonas parts (e.g. Double-headed Drifter) and random loot in chests could repeat a sequence, now truly random Fixed: Occasional visible worldgen anomalies if worldgen multithreaded and a Translocator is spawned Fixed: Jonas lamps, Gas lamps and Banners were not repairable with glue Fixed: Clutter bookshelves were missing the same glue-repairing mechanism as other clutter Fixed: Clutter bookshelves names not localized in repair chat messages Fixed: various handbook and block HUD info issues: Aged version of Antler mounts missing from handbook and Creative inventory Falx handbook entry showing mining speed for wood and leaves, when it cannot break either Purpleheart and Ebony tree logs block HUD info incorrectly stated they were breakable with Stone axe Incorrect help tip on wooden pan [GitHub report #3680] Fixed: Various crashes and logged errors Rare crash when typing during drunken effect Rare startup crash when logging off while sitting (sitting in-game!) Version 1.19.4 crash if pies were placed on clutter tables Very rare crash involving a pot of jam on the point of turning rotten Crash when clicking on a food container while holding a bowl containing Rot Rare but long-standing crash when clay-forming [GitHub #3713 #2284] Very rare crash when chiseling in multiplayer [GitHub #3688] /kick command crashing a dedicated server if no kick reason given Renderer crashing if a dropped item has an id which has been removed from the game (e.g. because a mod was removed) Further attempt to fix very rare crash with EntityItem; added additional debug logging Exception when executing the /stop command immediately after joining a singleplayer world Potential crash with shields if no space for texture etc (GitHub issue 3598) Very rare exception issue logged to file, related to axles Plant container error if the container block does not exist, for example when a mod was removed Shader compile error on Intel internal graphics Fixed: Font issues when switching language to Thai, Chinese (Simplified) or Chinese (Traditional) Fixed: /gm sp command not setting player to spectator mode Fixed: Movespeed command not working: /player [player] movespeed [amount] Fixed: Worldconfig allowLandClaiming not being respected when using /land commands Fixed: WorldEdit mirror functionality issue with chiseled blocks Fixed: WorldEdit control "Cloud Y Position" not working for some languages like German Api Tweak: Items/Blocks can now define an attribute "inBarrelShape" to determine their shape inside a barrel Api Tweak: Don't crash on invalid GroundStack Api Fixed: WorldAPI RegionMapSizeX would return a size off by one since game version 1.12.9. Affected methods are MapRegionIndex2D, MapRegionPosFromIndex2D, MapRegionIndex2DByBlockPos Api Fixed: Chatcommands with multiple `WithPreCondition` or a pre-condition and `RequiresPlayer` would over-write each other. Now all pre-conditions are checked and if one pre-condition returns EnumCommandStatus.Error it won't process the command further. Changes since v1.19.5-rc.3 Tweak: Updated community translations Fixed: Very minor memory leak in the worldmap, ore map layer Fixed: Game crashing when smithing on the last point of hammer durability Fixed: Endless knifing animation on dead animal harvesting when turning away from the animal View full record
  19. Dear Extraordinary Survivalists v1.19.5, a stable release, is now available to download through the account manager. This is likely the last major bugfix patch for 1.19 - just yesterday I have asked our coding team to begin prioritizing tasks for the upcoming 1.20 update that revolves around the second main story event. This part of the story will involve a lot of travel and consequently will require new systems and experiences to make traveling more engaging. Screenshot by MannyXIII, shared on Discord #screenshots All game updates since v1.19.4 Revert: 20% mining speed debuff on Rock has been undone. The other debuffs remain Tweak: More first person hands animation tuning Tweak: Adjusted animation for raising your temporal stability Tweak: Bucket now visually stays level when selected Tweak: Improved watering can ready animation Tweak: Adjusted impact and sound frame for smithing Tweak: Watering animation with a watering can now looks better Fixed: Freezing animation no longer continues indefinitely Fixed: Animation Jitter on axehit. Experimental. Might break stuff Fixed: Ready pose for shovel fixed again Tweak: Buffed warmth on reindeer herder coats and boots Tweak: When selecting any language in Interface settings, the restart server and community translations messages are immediately localised Tweak: Linux and macOS users, selecting an Asian language or Arabic, are given a warning message (in English) to check their fonts Fixed: Various potential crashes if packets received or threads still ticking during client shutdown; should fix modded multiplayer server connection issues Fixed: Trader wandering off while trading Fixed: Angry bees not stinging the player Fixed: Boars with offspring attacking even when game settings place creatures on passive mode Fixed: Bighorn sheep (and some deer) still had wrong step heights in 1.19.4 Fixed: Topsoil grass re-growth did not match original worldgen grass Fixed: Item transfer between inventories using mouse was not logged to server-audit.txt, chute placement is now also audit logged, to counter item siphoning Fixed: Fixed curd bundles abusable as infinitely lasting food storage. Remove curd bundle from creative inventory because these are now always empty Fixed: Shapeless recipes not consuming ingredients if spread out with only one per slot, e.g. wooden path Fixed: In Homo Sapiens game mode (or others where lore content is off) locust nests would still spawn Fixed: Torches would not start fires in leaves, grass etc. with Shift+right click Fixed: Bug in creature pathfinding system that prevented them to walk towards their intended goal Fixed: Properly fix crashes / texture atlas overflow related to labeled crates Fixed: Dyes very chunky looking when inside barrels Fixed: Peanuts and Olives not visible in meals Fixed: Distant tule were colored white-ish Fixed: Multiple smithing and player animation issues Smithing not registering hits sometimes. Action/Sound not in sync with animation Smithing hit action sometimes executing twice Some player animations stopping too early, causing jerky movement (e.g. left mouse with hammer) Some left-mouse actions sometimes looping the animation multiple times Other players' animations no longer running Fixed: Iron anvil merging derp and hammering sound not playing Fixed: Ore map generators no longer seed-deterministic since 1.18.8 upon game restart Fixed: Mobs dropping Jonas parts (e.g. Double-headed Drifter) and random loot in chests could repeat a sequence, now truly random Fixed: Occasional visible worldgen anomalies if worldgen multithreaded and a Translocator is spawned Fixed: Jonas lamps, Gas lamps and Banners were not repairable with glue Fixed: Clutter bookshelves were missing the same glue-repairing mechanism as other clutter Fixed: Clutter bookshelves names not localized in repair chat messages Fixed: various handbook and block HUD info issues: Aged version of Antler mounts missing from handbook and Creative inventory Falx handbook entry showing mining speed for wood and leaves, when it cannot break either Purpleheart and Ebony tree logs block HUD info incorrectly stated they were breakable with Stone axe Incorrect help tip on wooden pan [GitHub report #3680] Fixed: Various crashes and logged errors Rare crash when typing during drunken effect Rare startup crash when logging off while sitting (sitting in-game!) Version 1.19.4 crash if pies were placed on clutter tables Very rare crash involving a pot of jam on the point of turning rotten Crash when clicking on a food container while holding a bowl containing Rot Rare but long-standing crash when clay-forming [GitHub #3713 #2284] Very rare crash when chiseling in multiplayer [GitHub #3688] /kick command crashing a dedicated server if no kick reason given Renderer crashing if a dropped item has an id which has been removed from the game (e.g. because a mod was removed) Further attempt to fix very rare crash with EntityItem; added additional debug logging Exception when executing the /stop command immediately after joining a singleplayer world Potential crash with shields if no space for texture etc (GitHub issue 3598) Very rare exception issue logged to file, related to axles Plant container error if the container block does not exist, for example when a mod was removed Shader compile error on Intel internal graphics Fixed: Font issues when switching language to Thai, Chinese (Simplified) or Chinese (Traditional) Fixed: /gm sp command not setting player to spectator mode Fixed: Movespeed command not working: /player [player] movespeed [amount] Fixed: Worldconfig allowLandClaiming not being respected when using /land commands Fixed: WorldEdit mirror functionality issue with chiseled blocks Fixed: WorldEdit control "Cloud Y Position" not working for some languages like German Api Tweak: Items/Blocks can now define an attribute "inBarrelShape" to determine their shape inside a barrel Api Tweak: Don't crash on invalid GroundStack Api Fixed: WorldAPI RegionMapSizeX would return a size off by one since game version 1.12.9. Affected methods are MapRegionIndex2D, MapRegionPosFromIndex2D, MapRegionIndex2DByBlockPos Api Fixed: Chatcommands with multiple `WithPreCondition` or a pre-condition and `RequiresPlayer` would over-write each other. Now all pre-conditions are checked and if one pre-condition returns EnumCommandStatus.Error it won't process the command further. Changes since v1.19.5-rc.3 Tweak: Updated community translations Fixed: Very minor memory leak in the worldmap, ore map layer Fixed: Game crashing when smithing on the last point of hammer durability Fixed: Endless knifing animation on dead animal harvesting when turning away from the animal
  20. Ah yes, i can do that Thanks for translating!
  21. Thats Arkans build. On discord, search for "from:o.arkan has:image in:screenshots" and go to page 3.
  22. Dear Extraordinary Survivalists v1.19.5-rc.2/3, a unstable release, is now available to download through the account manager. [Edit:] Also released rc.3 to fix more issues with the hammer and other tools! After a short time off on my end it is time to resume the prosaic process of patching to perfection! Possibly preposterous, perhaps, yet purposeful. Screenshot by Chuchi Gucci, shared in #screenshots Game updates Fixed: Multiple smithing and player animation issues Smithing not registering hits sometimes. Action/Sound not in sync with animation Smithing hit action sometimes executing twice Some player animations stopping too early, causing jerky movement (e.g. left mouse with hammer) Some left-mouse actions sometimes looping the animation multiple times Other players' animations no longer running Fixed: Trader wandering off while trading Fixed: Boars with offspring attacking on passive mode Fixed: Shapeless recipes not consuming ingredients if spread out with only one per slot, e.g. wooden path Fixed: Mobs dropping Jonas parts (e.g. Double-headed Drifter) and random loot in chests could repeat a sequence, now truly random Fixed: Worldgen exceptions if multithreaded worldgen enabled and a Translocator is spawned Fixed: Distant tule were colored white-ish Fixed: Jonas lamps, Gas lamps and Banners were not repairable with glue Fixed: Clutter bookshelves names not localized in repair chat messages Fixed: (1.19.5-rc.1 issue) Labels not appearing on crates when first drawn, and other label issues Fixed: various handbook and block HUD info issues: Aged version of Antler mounts missing from handbook and Creative inventory Falx handbook entry showing mining speed for wood and leaves, when it cannot break either Purpleheart and Ebony tree logs block HUD info incorrectly stated they were breakable with Stone axe Incorrect help tip on wooden pan [GitHub report #3680] Fixed: Various crashes Rare crash when typing during drunken effect Very rare crash involving a pot of jam on the point of turning rotten Crash when clicking on a food container while holding a bowl containing Rot Rare but long-standing crash when clay-forming [GitHub #3713 #2284] Very rare crash when chiseling in multiplayer [GitHub #3688] /kick command crashing a dedicated server if no kick reason given Renderer crashing if a dropped item has an id which has been removed from the game (e.g. because a mod was removed) Fixed: Movespeed command not working /player [player] movespeed [amount] Fixed: Worldconfig allowLandClaiming not being respected when using /land commands Fixed: WorldEdit mirror functionality issue with chiseled blocks Fixed: WorldEdit control "Cloud Y Position" not working for some languages like German API Fixed: WorldAPI RegionMapSizeX would return a size off by one since game version 1.12.9. Affected methods are MapRegionIndex2D, MapRegionPosFromIndex2D, MapRegionIndex2DByBlockPos API Fixed: Chatcommands with multiple `WithPreCondition` or a pre-condition and `RequiresPlayer` would over-write each other. Now all pre-conditions are checked and if one pre-condition returns EnumCommandStatus.Error it won't process the command further. View full record
  23. Dear Extraordinary Survivalists v1.19.5-rc.2/3, a unstable release, is now available to download through the account manager. [Edit:] Also released rc.3 to fix more issues with the hammer and other tools! After a short time off on my end it is time to resume the prosaic process of patching to perfection! Possibly preposterous, perhaps, yet purposeful. Screenshot by Chuchi Gucci, shared in #screenshots Game updates Fixed: Multiple smithing and player animation issues Smithing not registering hits sometimes. Action/Sound not in sync with animation Smithing hit action sometimes executing twice Some player animations stopping too early, causing jerky movement (e.g. left mouse with hammer) Some left-mouse actions sometimes looping the animation multiple times Other players' animations no longer running Fixed: Trader wandering off while trading Fixed: Boars with offspring attacking on passive mode Fixed: Shapeless recipes not consuming ingredients if spread out with only one per slot, e.g. wooden path Fixed: Mobs dropping Jonas parts (e.g. Double-headed Drifter) and random loot in chests could repeat a sequence, now truly random Fixed: Worldgen exceptions if multithreaded worldgen enabled and a Translocator is spawned Fixed: Distant tule were colored white-ish Fixed: Jonas lamps, Gas lamps and Banners were not repairable with glue Fixed: Clutter bookshelves names not localized in repair chat messages Fixed: (1.19.5-rc.1 issue) Labels not appearing on crates when first drawn, and other label issues Fixed: various handbook and block HUD info issues: Aged version of Antler mounts missing from handbook and Creative inventory Falx handbook entry showing mining speed for wood and leaves, when it cannot break either Purpleheart and Ebony tree logs block HUD info incorrectly stated they were breakable with Stone axe Incorrect help tip on wooden pan [GitHub report #3680] Fixed: Various crashes Rare crash when typing during drunken effect Very rare crash involving a pot of jam on the point of turning rotten Crash when clicking on a food container while holding a bowl containing Rot Rare but long-standing crash when clay-forming [GitHub #3713 #2284] Very rare crash when chiseling in multiplayer [GitHub #3688] /kick command crashing a dedicated server if no kick reason given Renderer crashing if a dropped item has an id which has been removed from the game (e.g. because a mod was removed) Fixed: Movespeed command not working /player [player] movespeed [amount] Fixed: Worldconfig allowLandClaiming not being respected when using /land commands Fixed: WorldEdit mirror functionality issue with chiseled blocks Fixed: WorldEdit control "Cloud Y Position" not working for some languages like German API Fixed: WorldAPI RegionMapSizeX would return a size off by one since game version 1.12.9. Affected methods are MapRegionIndex2D, MapRegionPosFromIndex2D, MapRegionIndex2DByBlockPos API Fixed: Chatcommands with multiple `WithPreCondition` or a pre-condition and `RequiresPlayer` would over-write each other. Now all pre-conditions are checked and if one pre-condition returns EnumCommandStatus.Error it won't process the command further.
  24. Dear Extraordinary Survivalists v1.19.5-rc.1, a unstable release, is now available to download through the account manager. Yet another Bugfixing and Tuning Patch. Comes with 10% fewer bugs but might have 15% increased scent of bugspray. Screenshot by Fishy, shared in #screenshots Game updates Revert: 20% mining speed debuff on Rock has been undone. The other debuffs remain Tweak: When selecting any language in Interface settings, the restart server and community translations messages are immediately localised Tweak: Linux and macOS users, selecting an Asian language or Arabic, are given a warning message (in English) to check their fonts Tweak: More first person hands animation tuning Tweak: Adjusted animation for raising your temporal stability Tweak: Bucket now visually stays level when selected Tweak: Improved watering can ready animation Tweak: Adjusted impact and sound frame for smithing Tweak: Watering animation with a watering can now looks better Fixed: Freezing animation no longer continues indefinitely Fixed: Animation Jitter on axehit. Experimental. Might break stuff Fixed: Ready pose for shovel fixed again Tweak: Buffed warmth on reindeer herder coats and boots Fixed: Various potential crashes if packets received or threads still ticking during client shutdown; should fix modded multiplayer server connection issues Fixed: Font issues when switching language to Thai, Chinese (Simplified) or Chinese (Traditional) Fixed: Angry bees not stinging the player Fixed: Further attempt to fix very rare crash with EntityItem; added additional debug logging Fixed: Resolve issue when executing the /stop command immediately after joining a singleplayer world Fixed: Bighorn sheep (and some deer) still had wrong step heights in 1.19.4 Fixed: 1.19.4 crash if pies were placed on clutter tables Fixed: Topsoil grass re-growth did not match original worldgen grass Fixed: Item transfer between inventories using mouse was not logged to server-audit.txt, chute placement is now also audit logged to counter item siphoning Fixed: Dyes very chunky looking when inside barrels Fixed: Should fix a rare startup crash when logging off sitting Fixed: Anvil merging derp and hammering sound not playing Fixed: Ore map generators no longer seed-deterministic since 1.18.8 upon game restart Fixed: Clutter bookshelves were missing the same glue-repairing mechanism as other clutter Fixed: Potential crash with shields if no space for texture etc (GitHub issue 3598) Fixed: Plant container error if the container block does not exist, for example when a mod was removed Fixed: Fixed curd bundles abusable as infinitely lasting food storage. Remove curd bundle from creative inventory because these are now always empty Fixed: In Homo Sapiens game mode (or others where lore content is off) locust nests would still spawn Fixed: Torches would not start fires in leaves, grass etc. with Shift+right click Fixed: Peanuts and Olives not visible in meals Fixed: Bug in creature pathfinding system that prevented them to walk towards their intended goal Fixed: Very rare exception issue logged to file, related to axles Fixed: /gm sp command not setting player to spectator mode Fixed: Shader compile error on Intel internal graphics Fixed: Properly fix crashes / texture atlas overflow related to labeled crates Api Tweak: Items/Blocks can now define an attribute "inBarrelShape" to determine their shape inside a barrel Api Tweak: Don't crash on invalid GroundStack
  25. Dear Extraordinary Survivalists v1.19.5-rc.1, a unstable release, is now available to download through the account manager. Yet another Bugfixing and Tuning Patch. Comes with 10% fewer bugs but might have 15% increased scent of bugspray. Screenshot by Fishy, shared in #screenshots Game updates Revert: 20% mining speed debuff on Rock has been undone. The other debuffs remain Tweak: When selecting any language in Interface settings, the restart server and community translations messages are immediately localised Tweak: Linux and macOS users, selecting an Asian language or Arabic, are given a warning message (in English) to check their fonts Tweak: More first person hands animation tuning Tweak: Adjusted animation for raising your temporal stability Tweak: Bucket now visually stays level when selected Tweak: Improved watering can ready animation Tweak: Adjusted impact and sound frame for smithing Tweak: Watering animation with a watering can now looks better Fixed: Freezing animation no longer continues indefinitely Fixed: Animation Jitter on axehit. Experimental. Might break stuff Fixed: Ready pose for shovel fixed again Tweak: Buffed warmth on reindeer herder coats and boots Fixed: Various potential crashes if packets received or threads still ticking during client shutdown; should fix modded multiplayer server connection issues Fixed: Font issues when switching language to Thai, Chinese (Simplified) or Chinese (Traditional) Fixed: Angry bees not stinging the player Fixed: Further attempt to fix very rare crash with EntityItem; added additional debug logging Fixed: Resolve issue when executing the /stop command immediately after joining a singleplayer world Fixed: Bighorn sheep (and some deer) still had wrong step heights in 1.19.4 Fixed: 1.19.4 crash if pies were placed on clutter tables Fixed: Topsoil grass re-growth did not match original worldgen grass Fixed: Item transfer between inventories using mouse was not logged to server-audit.txt, chute placement is now also audit logged to counter item siphoning Fixed: Dyes very chunky looking when inside barrels Fixed: Should fix a rare startup crash when logging off sitting Fixed: Anvil merging derp and hammering sound not playing Fixed: Ore map generators no longer seed-deterministic since 1.18.8 upon game restart Fixed: Clutter bookshelves were missing the same glue-repairing mechanism as other clutter Fixed: Potential crash with shields if no space for texture etc (GitHub issue 3598) Fixed: Plant container error if the container block does not exist, for example when a mod was removed Fixed: Fixed curd bundles abusable as infinitely lasting food storage. Remove curd bundle from creative inventory because these are now always empty Fixed: In Homo Sapiens game mode (or others where lore content is off) locust nests would still spawn Fixed: Torches would not start fires in leaves, grass etc. with Shift+right click Fixed: Peanuts and Olives not visible in meals Fixed: Bug in creature pathfinding system that prevented them to walk towards their intended goal Fixed: Very rare exception issue logged to file, related to axles Fixed: /gm sp command not setting player to spectator mode Fixed: Shader compile error on Intel internal graphics Fixed: Properly fix crashes / texture atlas overflow related to labeled crates Api Tweak: Items/Blocks can now define an attribute "inBarrelShape" to determine their shape inside a barrel Api Tweak: Don't crash on invalid GroundStack View full record
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