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Everything posted by Tyron
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thanks, notice removed
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oh i see. okay, i'll disable that for next release
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not currently, why would you want to turn them off? oh are they printed to the dedicated windows server command line window?
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Dear Extraordinary Survivalists v1.20.5, a stable release, can now be downloaded through the account manager. This update should iron out a lot of oddities, strange behavior, lost items, some exploits, an item dupe bug and lots more, so we highly recommend to update to this version. There is a possibility that one of the latest fixes broke another system but we will then quickly release a fix for that. Please note, this version is network incompatible with v1.20.4. In other words, with v1.20.5 you can no longer join a v1.20.4 server. Screenshot by Alnico, shared in #screenshots on discord Game updates since 1.20.4 Feature: Multiplayer server improvements Performance: Slightly better ticks-per-second on large multiplayer servers (Technical info: Improved handling of client packets queue) Protection against one type of denial-of-service attacks (Technical info: Disallow large packets from unauthenticated clients) Two more protections against repeated attempts, disabled by default: server configs TemporaryIpBlockList and LoginFloodProtection. If activated these automatically ban IP addresses when they send invalid packets or when they attempt to connect too many times - more than what a normal user would be able to do. Added command /ipban to list/clear the banned IPs list. The banned IPs list is temporary, it will automatically be cleared if the server is restarted or after a certain amount of time has passed. Please note: These protections only mitigate certain denial-of-service attacks, not all. Additional protection layers are necessary for solid protection, such as the use of iptables against SYN/PSH-ACK floods and/or use of a reverse proxy. Tweak: First person chiseling animation now less view covering Tweak: Smoother transitions between sky colors around midnight Fixed: Old and long-standing bug where selecting a tool mode is sometimes not properly synced to the server. Example while chiseling, bits would disappear or re-appear at random Fixed: Wonky output of /stats command with the connection queue system enabled Fixed: Able to break decor inside land claim Fixed: A unintentional pink block in one of the ruins Fixed: Naming a chiseled block with VTML could cause a client crash when using an invalid path for an icon Fixed: Various fixes in villager dialogue Fixed: Villagers sometimes appearing to stand in their beds Fixed: Villager and some Drifter "hurt" animations were not playing when hurt Fixed: New issues introduced in 1.20.4 Certain dropped items appearing to sink into ground/snow Issues on unstable blocks if sideways falling was enabled as an optional world config Fixed: One rare exception when shutting down a dedicated server Fixed: Command /ban would log an error but the player was still banned and kicked Fixed: Issue where the Beehive Kiln would not work properly when a firewood or peat pile was placed in the clay burning chamber Tweak: Can now also cook flint in the Bloomery Tweak: Waterlilies on lake ice now frozen in place, instead of continuing to have wave motion when the water below was frozen Tweak: Performance: Save approximately 200MB Single player/Server RAM (Technical info: Lazy-initialize story structures and trader/ruins rotated versions. If the Better Ruins mod is installed then this tweak saves up to 1.1 GB RAM use at game startup, albeit this will grow over time as ruins begin generating) Tweak: Performance: Generally quicker snow layer updates for better WeatherSystem performance (Technical info: Various engine improvements in bulk BlockAccessor) Tweak: Updated community translations, added Turkish Fixed: Newly born or spawned wolves, chickens and other animals natural colour variations restored, was broken in 1.20.4 with only black wolves being spawned, for example Fixed: A few items in 1.20.4 (e.g. cranberry) had wrong rendered position in 3rd-person view (Technical info: could occur if transforms were only partially specified in JSON) Fixed: Items disappearing or becoming ghost items when shift-clicked in certain situations (these items were inadvertently being moved into recently used raft/boat chests or Elk saddlebags, especially where inventories were closed by right-clicking again on the chest/bag) Fixed: Log spam with warnings related to Sulfuric acid and Chromite in 1.20.x Fixed: Log spam with warnings related to "BETransient" Fixed: Distant chunks going invisible in immersive first-person mode when standing against blocks and looking downards Fixed: Should fix players body getting in the way of mining while in immersive first-person mode Fixed: Might avoid a crash with some mods requesting invalid richtext Fixed: Exceptions thrown (and consequently undefined behavior) when leaving and rejoining a world in bed Fixed: Mitigate extremely janky sleep visuals in ifp mode (player model just invisible for now) Fixed: Wonky GUI transform for lime and quicklime API Tweak: Clean up EntityPlayerShapeRenderer code API Tweak: Added IRenderAPI.Render2DTexture(MultiTextureMeshRef quadModel, float posX, float posY, float width, float height, float z = 50) API Fixed: Possible wonky textures for the contents of certain blocks, if many mods are enabled (Firepit contents, Helve hammer, Mash in the Fruitpress, Texture flipper toolmode) Additionally, game updates since rc.3 Tweak: On Windows 11 with multiple GPUs the game installer will now setup the game to use the High Performance Card Tweak: Mobs dying in hot springs now yield only 25% of their drop rate (the hotsprings are highly acidic, they dissolve stuff!) Fixed: Verify claimed status on chests also on a network packet level Fixed: Items shift clicked into a saddlebag would end up in a different location server side than client side in some cases Fixed: Item dupe bug related to elk inventories Fixed: Players teleported by other players commands while still connecting to a server, could become frozen and other potential issues in the teleporting code Fixed: Wonky hitbox on Shivers during stroke Fixed: Bucket under fruit press not disappearing for other players when removed Fixed: Prevent nutrition being double-counted if two animals eat the same item Fixed: Drifters fleeing during Storms in some cases Fixed: Issues with the connection queue where clients would get disconnected Fixed: Rare exception and player-kick due to Locust Nest having become bugged Fixed: Occasional exception and client-kick on TOPS relating to propick reading deletion and server-client desync on slow connections Fixed: Small server memory leak due to never deleting propick data for disconnected clients Fixed: In Creative mode, picking a Ruined bookshelf from the inventory caused immediate crash Fixed: Client crashes in 1.20.4 and 1.20.5-rc versions with hot metal rod held in tongs Fixed: May generally fix all similar client EntityShapeRenderer.RenderItem crashes (Github #4777) Fixed: Rare error thrown by bed [Detail] could possibly happen when mounted and unmounted in the same tick so MountedBy could be already null Fixed: Slowly accumulating performance leak with anvils and a few similar blocks Fixed: Server standby launch not working correctly anymore since 1.20.5-rc.1 Fixed: Fixed spawn loading issue for villagers in beds, new issue since 1.20.5-rc.1 API Fixed: Dry mash output randomness when pressedDryRatio != 0 API Fixed: Crash on merging mashes without transitionableProps View full record
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Dear Extraordinary Survivalists v1.20.5, a stable release, can now be downloaded through the account manager. This update should iron out a lot of oddities, strange behavior, lost items, some exploits, an item dupe bug and lots more, so we highly recommend to update to this version. There is a possibility that one of the latest fixes broke another system but we will then quickly release a fix for that. Please note, this version is network incompatible with v1.20.4. In other words, with v1.20.5 you can no longer join a v1.20.4 server. Screenshot by Alnico, shared in #screenshots on discord Game updates since 1.20.4 Feature: Multiplayer server improvements Performance: Slightly better ticks-per-second on large multiplayer servers (Technical info: Improved handling of client packets queue) Protection against one type of denial-of-service attacks (Technical info: Disallow large packets from unauthenticated clients) Two more protections against repeated attempts, disabled by default: server configs TemporaryIpBlockList and LoginFloodProtection. If activated these automatically ban IP addresses when they send invalid packets or when they attempt to connect too many times - more than what a normal user would be able to do. Added command /ipban to list/clear the banned IPs list. The banned IPs list is temporary, it will automatically be cleared if the server is restarted or after a certain amount of time has passed. Please note: These protections only mitigate certain denial-of-service attacks, not all. Additional protection layers are necessary for solid protection, such as the use of iptables against SYN/PSH-ACK floods and/or use of a reverse proxy. Tweak: First person chiseling animation now less view covering Tweak: Smoother transitions between sky colors around midnight Fixed: Old and long-standing bug where selecting a tool mode is sometimes not properly synced to the server. Example while chiseling, bits would disappear or re-appear at random Fixed: Wonky output of /stats command with the connection queue system enabled Fixed: Able to break decor inside land claim Fixed: A unintentional pink block in one of the ruins Fixed: Naming a chiseled block with VTML could cause a client crash when using an invalid path for an icon Fixed: Various fixes in villager dialogue Fixed: Villagers sometimes appearing to stand in their beds Fixed: Villager and some Drifter "hurt" animations were not playing when hurt Fixed: New issues introduced in 1.20.4 Certain dropped items appearing to sink into ground/snow Issues on unstable blocks if sideways falling was enabled as an optional world config Fixed: One rare exception when shutting down a dedicated server Fixed: Command /ban would log an error but the player was still banned and kicked Fixed: Issue where the Beehive Kiln would not work properly when a firewood or peat pile was placed in the clay burning chamber Tweak: Can now also cook flint in the Bloomery Tweak: Waterlilies on lake ice now frozen in place, instead of continuing to have wave motion when the water below was frozen Tweak: Performance: Save approximately 200MB Single player/Server RAM (Technical info: Lazy-initialize story structures and trader/ruins rotated versions. If the Better Ruins mod is installed then this tweak saves up to 1.1 GB RAM use at game startup, albeit this will grow over time as ruins begin generating) Tweak: Performance: Generally quicker snow layer updates for better WeatherSystem performance (Technical info: Various engine improvements in bulk BlockAccessor) Tweak: Updated community translations, added Turkish Fixed: Newly born or spawned wolves, chickens and other animals natural colour variations restored, was broken in 1.20.4 with only black wolves being spawned, for example Fixed: A few items in 1.20.4 (e.g. cranberry) had wrong rendered position in 3rd-person view (Technical info: could occur if transforms were only partially specified in JSON) Fixed: Items disappearing or becoming ghost items when shift-clicked in certain situations (these items were inadvertently being moved into recently used raft/boat chests or Elk saddlebags, especially where inventories were closed by right-clicking again on the chest/bag) Fixed: Log spam with warnings related to Sulfuric acid and Chromite in 1.20.x Fixed: Log spam with warnings related to "BETransient" Fixed: Distant chunks going invisible in immersive first-person mode when standing against blocks and looking downards Fixed: Should fix players body getting in the way of mining while in immersive first-person mode Fixed: Might avoid a crash with some mods requesting invalid richtext Fixed: Exceptions thrown (and consequently undefined behavior) when leaving and rejoining a world in bed Fixed: Mitigate extremely janky sleep visuals in ifp mode (player model just invisible for now) Fixed: Wonky GUI transform for lime and quicklime API Tweak: Clean up EntityPlayerShapeRenderer code API Tweak: Added IRenderAPI.Render2DTexture(MultiTextureMeshRef quadModel, float posX, float posY, float width, float height, float z = 50) API Fixed: Possible wonky textures for the contents of certain blocks, if many mods are enabled (Firepit contents, Helve hammer, Mash in the Fruitpress, Texture flipper toolmode) Additionally, game updates since rc.3 Tweak: On Windows 11 with multiple GPUs the game installer will now setup the game to use the High Performance Card Tweak: Mobs dying in hot springs now yield only 25% of their drop rate (the hotsprings are highly acidic, they dissolve stuff!) Fixed: Verify claimed status on chests also on a network packet level Fixed: Items shift clicked into a saddlebag would end up in a different location server side than client side in some cases Fixed: Item dupe bug related to elk inventories Fixed: Players teleported by other players commands while still connecting to a server, could become frozen and other potential issues in the teleporting code Fixed: Wonky hitbox on Shivers during stroke Fixed: Bucket under fruit press not disappearing for other players when removed Fixed: Prevent nutrition being double-counted if two animals eat the same item Fixed: Drifters fleeing during Storms in some cases Fixed: Issues with the connection queue where clients would get disconnected Fixed: Rare exception and player-kick due to Locust Nest having become bugged Fixed: Occasional exception and client-kick on TOPS relating to propick reading deletion and server-client desync on slow connections Fixed: Small server memory leak due to never deleting propick data for disconnected clients Fixed: In Creative mode, picking a Ruined bookshelf from the inventory caused immediate crash Fixed: Client crashes in 1.20.4 and 1.20.5-rc versions with hot metal rod held in tongs Fixed: May generally fix all similar client EntityShapeRenderer.RenderItem crashes (Github #4777) Fixed: Rare error thrown by bed [Detail] could possibly happen when mounted and unmounted in the same tick so MountedBy could be already null Fixed: Slowly accumulating performance leak with anvils and a few similar blocks Fixed: Server standby launch not working correctly anymore since 1.20.5-rc.1 Fixed: Fixed spawn loading issue for villagers in beds, new issue since 1.20.5-rc.1 API Fixed: Dry mash output randomness when pressedDryRatio != 0 API Fixed: Crash on merging mashes without transitionableProps
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Common guys, why the bickering. We're all on the same boat here. Please treat eachother with kindness.
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Dear Extraordinary Survivalists v1.20.5-rc.2/3, an unstable release, can now be downloaded through the account manager. A few more minor optimizations and important fixes. [Edit:] Also released rc.3 to fix a crash related to the helve hammer and more Fixed: Might avoid a crash with some mods requesting invalid richtext Fixed: Exceptions thrown (and consequently undefined behavior) when leaving and rejoining a world in bed Fixed: Mitigate extremely janky sleep visuals in ifp mode (player model just invisible for now) Fixed: Crash related to Helve Hammers with dynamic shadows enabled Screenshot by mtr, shared on discord #screenshots Game updates (since 1.20.5-rc.1) Tweak: Can now also cook flint in the Bloomery Tweak: Waterlilies on lake ice now frozen in place, instead of continuing to have wave motion when the water below was frozen Tweak: Performance: Save approximately 200MB Single player/Server RAM (Technical info: Lazy-initialize story structures and trader/ruins rotated versions. If the Better Ruins mod is installed then this tweak saves up to 1.1 GB RAM use at game startup, albeit this will grow over time as ruins begin generating) Tweak: Performance: Generally quicker snow layer updates for better WeatherSystem performance (Technical info: Various engine improvements in bulk BlockAccessor) Tweak: Updated community translations, added Turkish Fixed: Newly born or spawned wolves, chickens and other animals natural colour variations restored, was broken in 1.20.4 with only black wolves being spawned, for example Fixed: A few items in 1.20.4 (e.g. cranberry) had wrong rendered position in 3rd-person view (Technical info: could occur if transforms were only partially specified in JSON) Fixed: Items disappearing or becoming ghost items when shift-clicked in certain situations (these items were inadvertently being moved into recently used raft/boat chests or Elk saddlebags, especially where inventories were closed by right-clicking again on the chest/bag) Fixed: Log spam with warnings related to Sulfuric acid and Chromite in 1.20.x Fixed: Log spam with warnings related to "BETransient" Fixed: Distant chunks going invisible in immersive first-person mode when standing against blocks and looking downards Fixed: Should fix players body getting in the way of mining while in immersive first-person mode. Might break mods, let me know if they do and we'll see if we can fix that for rc.3 Fixed: Wonky GUI transform for lime and quicklime API Tweak: Clean up EntityPlayerShapeRenderer code API Tweak: Added IRenderAPI.Render2DTexture(MultiTextureMeshRef quadModel, float posX, float posY, float width, float height, float z = 50) API Fixed: Possible wonky textures for the contents of certain blocks, if many mods are enabled (Firepit contents, Helve hammer, Mash in the Fruitpress, Texture flipper toolmode) View full record
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Dear Extraordinary Survivalists v1.20.5-rc.2/3, an unstable release, can now be downloaded through the account manager. A few more minor optimizations and important fixes. [Edit:] Also released rc.3 to fix a crash related to the helve hammer and more Fixed: Might avoid a crash with some mods requesting invalid richtext Fixed: Exceptions thrown (and consequently undefined behavior) when leaving and rejoining a world in bed Fixed: Mitigate extremely janky sleep visuals in ifp mode (player model just invisible for now) Fixed: Crash related to Helve Hammers with dynamic shadows enabled Screenshot by mtr, shared on discord #screenshots Game updates (since 1.20.5-rc.1) Tweak: Can now also cook flint in the Bloomery Tweak: Waterlilies on lake ice now frozen in place, instead of continuing to have wave motion when the water below was frozen Tweak: Performance: Save approximately 200MB Single player/Server RAM (Technical info: Lazy-initialize story structures and trader/ruins rotated versions. If the Better Ruins mod is installed then this tweak saves up to 1.1 GB RAM use at game startup, albeit this will grow over time as ruins begin generating) Tweak: Performance: Generally quicker snow layer updates for better WeatherSystem performance (Technical info: Various engine improvements in bulk BlockAccessor) Tweak: Updated community translations, added Turkish Fixed: Newly born or spawned wolves, chickens and other animals natural colour variations restored, was broken in 1.20.4 with only black wolves being spawned, for example Fixed: A few items in 1.20.4 (e.g. cranberry) had wrong rendered position in 3rd-person view (Technical info: could occur if transforms were only partially specified in JSON) Fixed: Items disappearing or becoming ghost items when shift-clicked in certain situations (these items were inadvertently being moved into recently used raft/boat chests or Elk saddlebags, especially where inventories were closed by right-clicking again on the chest/bag) Fixed: Log spam with warnings related to Sulfuric acid and Chromite in 1.20.x Fixed: Log spam with warnings related to "BETransient" Fixed: Distant chunks going invisible in immersive first-person mode when standing against blocks and looking downards Fixed: Should fix players body getting in the way of mining while in immersive first-person mode. Might break mods, let me know if they do and we'll see if we can fix that for rc.3 Fixed: Wonky GUI transform for lime and quicklime API Tweak: Clean up EntityPlayerShapeRenderer code API Tweak: Added IRenderAPI.Render2DTexture(MultiTextureMeshRef quadModel, float posX, float posY, float width, float height, float z = 50) API Fixed: Possible wonky textures for the contents of certain blocks, if many mods are enabled (Firepit contents, Helve hammer, Mash in the Fruitpress, Texture flipper toolmode)
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I don't think this will lead to a productive conversation about the games pros and cons, so I'll go ahead and lock this.
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Dear Extraordinary Survivalists v1.20.5-rc.1, an unstable release, can now be downloaded through the account manager. This update provides some basic DoS/DDoS protections, should fix chiseling sometimes not working properly anymore as well as a number of other issues. Please note, this version is network incompatible with v1.20.4. In other words, with v1.20.5 you can no longer join a v1.20.4 server. Dwarven Balloon, Screenshot by ANTIFLUX, shared on Discord #screenshots Game updates Feature: Multiplayer server improvements Performance: Slightly better ticks-per-second on large multiplayer servers (Technical info: Improved handling of client packets queue) Protection against one type of denial-of-service attacks (Technical info: Disallow large packets from unauthenticated clients) Two more protections against repeated attempts, disabled by default: server configs TemporaryIpBlockList and LoginFloodProtection. If activated these automatically ban IP addresses when they send invalid packets or when they attempt to connect too many times - more than what a normal user would be able to do. Added command /ipban to list/clear the banned IPs list. The banned IPs list is temporary, it will automatically be cleared if the server is restarted or after a certain amount of time has passed. Please note: These protections only mitigate certain denial-of-service attacks, not all. Additional protection layers are necessary for solid protection, such as the use of iptables against SYN/PSH-ACK floods and/or use of a reverse proxy. Tweak: First person chiseling animation now less view covering Tweak: Smoother transitions between sky colors around midnight Fixed: Old and long-standing bug where selecting a tool mode is sometimes not properly synced to the server. Example while chiseling, bits would disappear or re-appear at random Fixed: Wonky output of /stats command with the connection queue system enabled Fixed: Able to break decor inside land claim Fixed: A unintentional pink block in one of the ruins Fixed: Naming a chiseled block with VTML could cause a client crash when using an invalid path for an icon Fixed: Various fixes in villager dialogue Fixed: Villagers sometimes appearing to stand in their beds Fixed: Villager and some Drifter "hurt" animations were not playing when hurt Fixed: New issues introduced in 1.20.4 Certain dropped items appearing to sink into ground/snow Issues on unstable blocks if sideways falling was enabled as an optional world config Fixed: One rare exception when shutting down a dedicated server Fixed: Command /ban would log an error but the player was still banned and kicked Fixed: Issue where the Beehive Kiln would not work properly when a firewood or peat pile was placed in the clay burning chamber View full record
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Dear Extraordinary Survivalists v1.20.5-rc.1, an unstable release, can now be downloaded through the account manager. This update provides some basic DoS/DDoS protections, should fix chiseling sometimes not working properly anymore as well as a number of other issues. Please note, this version is network incompatible with v1.20.4. In other words, with v1.20.5 you can no longer join a v1.20.4 server. Dwarven Balloon, Screenshot by ANTIFLUX, shared on Discord #screenshots Game updates Feature: Multiplayer server improvements Performance: Slightly better ticks-per-second on large multiplayer servers (Technical info: Improved handling of client packets queue) Protection against one type of denial-of-service attacks (Technical info: Disallow large packets from unauthenticated clients) Two more protections against repeated attempts, disabled by default: server configs TemporaryIpBlockList and LoginFloodProtection. If activated these automatically ban IP addresses when they send invalid packets or when they attempt to connect too many times - more than what a normal user would be able to do. Added command /ipban to list/clear the banned IPs list. The banned IPs list is temporary, it will automatically be cleared if the server is restarted or after a certain amount of time has passed. Please note: These protections only mitigate certain denial-of-service attacks, not all. Additional protection layers are necessary for solid protection, such as the use of iptables against SYN/PSH-ACK floods and/or use of a reverse proxy. Tweak: First person chiseling animation now less view covering Tweak: Smoother transitions between sky colors around midnight Fixed: Old and long-standing bug where selecting a tool mode is sometimes not properly synced to the server. Example while chiseling, bits would disappear or re-appear at random Fixed: Wonky output of /stats command with the connection queue system enabled Fixed: Able to break decor inside land claim Fixed: A unintentional pink block in one of the ruins Fixed: Naming a chiseled block with VTML could cause a client crash when using an invalid path for an icon Fixed: Various fixes in villager dialogue Fixed: Villagers sometimes appearing to stand in their beds Fixed: Villager and some Drifter "hurt" animations were not playing when hurt Fixed: New issues introduced in 1.20.4 Certain dropped items appearing to sink into ground/snow Issues on unstable blocks if sideways falling was enabled as an optional world config Fixed: One rare exception when shutting down a dedicated server Fixed: Command /ban would log an error but the player was still banned and kicked Fixed: Issue where the Beehive Kiln would not work properly when a firewood or peat pile was placed in the clay burning chamber
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Fascinating, I did not expect this to take the nr.1 spot. The already proposed Dejank update apparently is the way to go.
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Hey players! The coder team is getting to a point where we can begin tackling new tasks. I would be curious what the overall sentiment in the community is regarding what they should prioritize on. With emphasis on prioritize - usually we always work a bit on everything. Also please note, we are only gauging player interest. It might, or might not be part of our decision making.
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We are focusing on Vintage Story. This new hire works solo on his own game project within the company, and will remain solo for the foreseeable future. There is little in common between both projects - with different skillset requirments. The VS Team is about 20 people by now with more to come. We are not those companies.
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Time for one of these again! Let's reflect a "little" and look into what the VS Team has been up to, while listening to awesome pixel remixes :D 1.20 post mortem When you are knee deep in development it can be difficult to see the bigger picture, because oh boy did I not expect the amount of growth this update has created. On the day of release, the amount of purchases grew by 300%, consequently overloading every single server of ours one after the next over the course of 3 weeks. In addition to that some of our 3rd party providers had issues on their own causing further downtime. We had to optimize and up the specs on all the hardware we use to be able to deal with the additional load. The downtime especially created massive amounts of new support tickets which our team was wholly unprepared for, so we had to quickly upscale the support team to overcome the flood of tickets. Releasing the update on time itself came with quite a few sacrifices in terms of the content that we still wanted to add, but that has been the case for almost every update. Some of the rough edges have been ironed out in 1.20.3 and 1.20.4 with a few more things on the way, but more on that later. Community and TOPS Not only did we have an overheating help desk and servers, a growing community also means there are more points of contention and so we've had to adjust game content, processes and rules to ensure all our gathering spots remain friendly and welcoming places. Turns out, TOPS, our official public game server, is the perfect testing grounds to evaluate what tools are needed to provide just that. We have now added the capability for players to join in-game groups without invite (for language channels), prevent uncertainty when joining a full server with a join queue and we are in the works of adding a mod whitelist system so everyone playing there is on the same page. The additional game content of 1.20 also notably increased the hardware load on our game servers so that we had to lower the maximum player count on TOPS from 70 down to 55 and we are now optimizing various areas of the server code to bring this back to 70 or 75 - to date we are already at 65 max players on TOPS. Furthermore, just very recently we've been hit by quite large DDoS attacks on TOPS and other player-run servers, which we are mitigating through optimization and blocking mechanisms, with a 1.20.5 coming out soon so other server owners can benefit from this mitigation as well. The Mod Database also required urgent attention as we were lacking moderation tools there and we had to optimize the download bandwidth quickly, as it was bleeding money due to the peculiar cost structure of Amazon Web Services. In fairness, AWS even called me personally on their own initiative to offer their assistance with that. The VS ModDB is now serving 2.5 Terabytes of data daily. On our Discord server we are currently testing a moderator support ticket system in order to simplify and streamline contact requests to moderators, which should come online very soon. Moderation demands have also only grown and we have not yet kept pace with this increased demand. On that note, please be kind to our staff. We might not always get it right, but we try and we do listen to your feedback as much as possible. Management overhead At the same time, simply growing a company and all its related paperwork to satisfy all rules and regulations could be a full time job on its own. We are glad to have very good support for this from a local partner. Needing to keep an eye on all these aspects of this game project meant I am on a declining trend of availability to do the usual spearheading of game update programming and integration efforts. The demands on my time seem to grow quicker than my ability to delegate That being said, I am optimistic that the right solutions will fall in place sooner or later and that I will be able to more strongly focus again on helping to get our next update built. Continuing where we left off As mentioned, the Team was left a bit dissatisfied with the current state of the 1.20 update. Consequently we initially planned to do a very very limited update with a much shortened development cycle, but the bar for this kept getting raised so we'll be doing it proper and make it a major release, ahead of our original plans for 1.21. However I will make sure to keep the scope limited to have this update released quicker than our previous ones. Here's some of the points that we would like to address for 1.21. Disclaimer: Aspirational goal, some of it may get cut again. 2nd Boss fight improvements Bowtorn AI improvements Re-add Coral Reefs More direct ways to introduce the player to the game story Elk taming system: The elk should not be locked behind the lore content Better sailing system More work on some of the lore locations A rework of some of the existing animals and new wild life dangers for the warm climate zones, all very WIP still: We also got something smol in the works In parallel to that, we will more heavily focus on performance and RAM optimizations which will get added whenever the optimization is ready and tested. One of which is already in 1.20.4, another one will make it into 1.20.5 and more of them will come in future updates. Beyond 1.21 Version 1.22 would then become what we originally planned for with v1.21 - dejank a number of mechanics and systems, mechanical power upgrades and likely one or 2 new or reworked crafting mechanics. Version 1.23 will be the next major lore update where we will make more extensive use of the new dimension mechanics. In Summary Old plan: 1.21 Large update focusing on dejank and Mechanical power New plan: 1.21 Small update to finish 1.20 content and fill in a few game content gaps 1.22 Large update focusing on dejank and Mechanical power 1.23 Large Lore update One more thing Wait you thought that's all? We wouldn't be called Anego Studios if we wouldn't be doing a hundred different things at once We have also hired a fulltime & fullstack game developer that will work on a brand new secret game project completely unrelated to Vintage Story, but also a lot smaller in scope. Work on this project will be fully in parallel to the development of Vintage Story, so there will be no change in pace of updates for VS itself. I do have to say, its quite exciting to see it progressing already, I believe it has lots of potential. That's most of whats happening around Anego Studios that I can think of right now. Next devlog in a month or two + 1.20.5 with fixes soon. Thank you for tuning in and keep being excellent! View full record
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Time for one of these again! Let's reflect a "little" and look into what the VS Team has been up to, while listening to awesome pixel remixes :D 1.20 post mortem When you are knee deep in development it can be difficult to see the bigger picture, because oh boy did I not expect the amount of growth this update has created. On the day of release, the amount of purchases grew by 300%, consequently overloading every single server of ours one after the next over the course of 3 weeks. In addition to that some of our 3rd party providers had issues on their own causing further downtime. We had to optimize and up the specs on all the hardware we use to be able to deal with the additional load. The downtime especially created massive amounts of new support tickets which our team was wholly unprepared for, so we had to quickly upscale the support team to overcome the flood of tickets. Releasing the update on time itself came with quite a few sacrifices in terms of the content that we still wanted to add, but that has been the case for almost every update. Some of the rough edges have been ironed out in 1.20.3 and 1.20.4 with a few more things on the way, but more on that later. Community and TOPS Not only did we have an overheating help desk and servers, a growing community also means there are more points of contention and so we've had to adjust game content, processes and rules to ensure all our gathering spots remain friendly and welcoming places. Turns out, TOPS, our official public game server, is the perfect testing grounds to evaluate what tools are needed to provide just that. We have now added the capability for players to join in-game groups without invite (for language channels), prevent uncertainty when joining a full server with a join queue and we are in the works of adding a mod whitelist system so everyone playing there is on the same page. The additional game content of 1.20 also notably increased the hardware load on our game servers so that we had to lower the maximum player count on TOPS from 70 down to 55 and we are now optimizing various areas of the server code to bring this back to 70 or 75 - to date we are already at 65 max players on TOPS. Furthermore, just very recently we've been hit by quite large DDoS attacks on TOPS and other player-run servers, which we are mitigating through optimization and blocking mechanisms, with a 1.20.5 coming out soon so other server owners can benefit from this mitigation as well. The Mod Database also required urgent attention as we were lacking moderation tools there and we had to optimize the download bandwidth quickly, as it was bleeding money due to the peculiar cost structure of Amazon Web Services. In fairness, AWS even called me personally on their own initiative to offer their assistance with that. The VS ModDB is now serving 2.5 Terabytes of data daily. On our Discord server we are currently testing a moderator support ticket system in order to simplify and streamline contact requests to moderators, which should come online very soon. Moderation demands have also only grown and we have not yet kept pace with this increased demand. On that note, please be kind to our staff. We might not always get it right, but we try and we do listen to your feedback as much as possible. Management overhead At the same time, simply growing a company and all its related paperwork to satisfy all rules and regulations could be a full time job on its own. We are glad to have very good support for this from a local partner. Needing to keep an eye on all these aspects of this game project meant I am on a declining trend of availability to do the usual spearheading of game update programming and integration efforts. The demands on my time seem to grow quicker than my ability to delegate That being said, I am optimistic that the right solutions will fall in place sooner or later and that I will be able to more strongly focus again on helping to get our next update built. Continuing where we left off As mentioned, the Team was left a bit dissatisfied with the current state of the 1.20 update. Consequently we initially planned to do a very very limited update with a much shortened development cycle, but the bar for this kept getting raised so we'll be doing it proper and make it a major release, ahead of our original plans for 1.21. However I will make sure to keep the scope limited to have this update released quicker than our previous ones. Here's some of the points that we would like to address for 1.21. Disclaimer: Aspirational goal, some of it may get cut again. 2nd Boss fight improvements Bowtorn AI improvements Re-add Coral Reefs More direct ways to introduce the player to the game story Elk taming system: The elk should not be locked behind the lore content Better sailing system More work on some of the lore locations A rework of some of the existing animals and new wild life dangers for the warm climate zones, all very WIP still: We also got something smol in the works In parallel to that, we will more heavily focus on performance and RAM optimizations which will get added whenever the optimization is ready and tested. One of which is already in 1.20.4, another one will make it into 1.20.5 and more of them will come in future updates. Beyond 1.21 Version 1.22 would then become what we originally planned for with v1.21 - dejank a number of mechanics and systems, mechanical power upgrades and likely one or 2 new or reworked crafting mechanics. Version 1.23 will be the next major lore update where we will make more extensive use of the new dimension mechanics. In Summary Old plan: 1.21 Large update focusing on dejank and Mechanical power New plan: 1.21 Small update to finish 1.20 content and fill in a few game content gaps 1.22 Large update focusing on dejank and Mechanical power 1.23 Large Lore update One more thing Wait you thought that's all? We wouldn't be called Anego Studios if we wouldn't be doing a hundred different things at once We have also hired a fulltime & fullstack game developer that will work on a brand new secret game project completely unrelated to Vintage Story, but also a lot smaller in scope. Work on this project will be fully in parallel to the development of Vintage Story, so there will be no change in pace of updates for VS itself. I do have to say, its quite exciting to see it progressing already, I believe it has lots of potential. That's most of whats happening around Anego Studios that I can think of right now. Next devlog in a month or two + 1.20.5 with fixes soon. Thank you for tuning in and keep being excellent!
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Yep, unfortunately I'm still busy upscaling our servers and a few bugfixes on 1.20.
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Dear Extraordinary Survivalists v1.20.4, a stable release, can now be downloaded through the account manager. This release is identical to 1.20.4-rc.4. We highly recommend to update if you are on 1.20.3. Screenshot by Archbishop, shared in #screenshots on Discord Game updates (since 1.20.3) Feature: For multiplayer servers, added a connection queue for when a game server is full (Experimental, off by default. Set MaxClientsInQueue in serverconfig.json to a value above 0 to activate it - the number determines how many players are allowed to sit waiting in the queue) Feature: For multiplayer, added a ModWhiteList for better control of used mods on game servers (set via serverconfig.json) Tweak: The decorative chimney block now covers entire bottom of block, and provides a solid downward face for creating a room Tweak: Interactions with a tamed Elk, such as mounting/unmounting and attaching/removing attachments, is now only possible for the Elk's owner. (As a reminder, attach a medallion to an Elk's brow to claim ownership) Tweak: Further reduced spawn quantity of new mobs during Temporal Storms Tweak: Some animals need to be of a certain generation before they can be roped. Goats are now rope tieable Tweak: Added tongs transforms to a large number of metal and ceramic items Performance tweaks: Fix a source of server-side lag spikes (Technical info: Addresses 5-200ms despawn times for individual entities, entities should now be despawning in microseconds) Reduce server RAM use by approximately 82MB through reducing duplicate Block/Item/Entity data Doubles the client side framerate around lots of entities, e.g. when spawning 2000 chickens Reduce overkill butterfly spawn attempts Tweak: Reduce error log spam when too many sounds get loaded, now prints a notification 2x per second instead Tweak: On client startup, silently re-try to verify the single player session a second time if the first one fails Tweak: Allow /wgen pregen command to be run from console Tweak: On World creation when the worldname is empty choose a random one again Tweak: Fix role change audit log: caller name, role and target player name were not in the correct order Tweak: Update community translations Fixed: Should permanently fix player phasing into blocks when getting damaged Fixed: Minimap opening at game start when it was supposed to be turned off Fixed: Beehive Kiln instantly firing blocks inside Fixed: Colors in character customization screen now named correctly Fixed: Should prevent tamed Elks attacking players after suffering fall damage and similar Fixed: Should fix Elk teleporting into Lava/Boiling water Fixed: Water rendering at the wall of a solid block (e.g. on a chiseled trough) Fixed: Light brown raw daub recipe only allow each sand to work with one clay type, rather than either sand with either clay type. Fixed: Rift Ward was blocking rifts even when not activated Fixed: Devastated soil and rock were chiselable Fixed: Treasure Hunter Trader should drop item when giving a map to a player whose inventory is full Fixed: Treasure maps could get broken by regenerating/deleting chunks and cause server-side errors Fixed: 2nd Story Chapter boss stuck in mid air Fixed: Land Claims would not work properly for large ones like the Devastation area after a restart Fixed: Maybe fixes players able to break the Jonas lens on the tower Fixed: Chat not opening on Broadcast messages like Temporal Storm warnings. Fixed: Command: Waypoint modify command did not check the waypoint index correctly and could cause an error Fixed: Server throwing an exception when the masterserver sends an invalid response Fixed: Rare issue where player group commands op/deop/kick would not work properly on some servers Fixed: Can pick up ingot molds while holding a mold Fixed: Overhead chat message no longer displayed Fixed: Log spam with charcoal pits when it has ground stored objects inside the charcoal pit (BlockFirepit.IsFirewoodPile) Fixed: Server side exceptions thrown by a bowl of meal in water API Change: Certain elements of blocks, items and entities which are intended for use on client-side only - for example, Textures and ShapeInventory - are now null on a server after game start. (Mods are not expected to make use of these on the server-side: if a coded mod experiences new "Object reference not set" errors in game versions 1.20.4+, it may need to check its code to ensure that code referencing these things runs only on client-side.) API Change: Added Block.CanAcceptFallOnto() method, for thread safety this must be used if implementing Block.OnFallOnto()
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Dear Extraordinary Survivalists v1.20.4, a stable release, can now be downloaded through the account manager. This release is identical to 1.20.4-rc.4. We highly recommend to update if you are on 1.20.3. Screenshot by Archbishop, shared in #screenshots on Discord Game updates (since 1.20.3) Feature: For multiplayer servers, added a connection queue for when a game server is full (Experimental, off by default. Set MaxClientsInQueue in serverconfig.json to a value above 0 to activate it - the number determines how many players are allowed to sit waiting in the queue) Feature: For multiplayer, added a ModWhiteList for better control of used mods on game servers (set via serverconfig.json) Tweak: The decorative chimney block now covers entire bottom of block, and provides a solid downward face for creating a room Tweak: Interactions with a tamed Elk, such as mounting/unmounting and attaching/removing attachments, is now only possible for the Elk's owner. (As a reminder, attach a medallion to an Elk's brow to claim ownership) Tweak: Further reduced spawn quantity of new mobs during Temporal Storms Tweak: Some animals need to be of a certain generation before they can be roped. Goats are now rope tieable Tweak: Added tongs transforms to a large number of metal and ceramic items Performance tweaks: Fix a source of server-side lag spikes (Technical info: Addresses 5-200ms despawn times for individual entities, entities should now be despawning in microseconds) Reduce server RAM use by approximately 82MB through reducing duplicate Block/Item/Entity data Doubles the client side framerate around lots of entities, e.g. when spawning 2000 chickens Reduce overkill butterfly spawn attempts Tweak: Reduce error log spam when too many sounds get loaded, now prints a notification 2x per second instead Tweak: On client startup, silently re-try to verify the single player session a second time if the first one fails Tweak: Allow /wgen pregen command to be run from console Tweak: On World creation when the worldname is empty choose a random one again Tweak: Fix role change audit log: caller name, role and target player name were not in the correct order Tweak: Update community translations Fixed: Should permanently fix player phasing into blocks when getting damaged Fixed: Minimap opening at game start when it was supposed to be turned off Fixed: Beehive Kiln instantly firing blocks inside Fixed: Colors in character customization screen now named correctly Fixed: Should prevent tamed Elks attacking players after suffering fall damage and similar Fixed: Should fix Elk teleporting into Lava/Boiling water Fixed: Water rendering at the wall of a solid block (e.g. on a chiseled trough) Fixed: Light brown raw daub recipe only allow each sand to work with one clay type, rather than either sand with either clay type. Fixed: Rift Ward was blocking rifts even when not activated Fixed: Devastated soil and rock were chiselable Fixed: Treasure Hunter Trader should drop item when giving a map to a player whose inventory is full Fixed: Treasure maps could get broken by regenerating/deleting chunks and cause server-side errors Fixed: 2nd Story Chapter boss stuck in mid air Fixed: Land Claims would not work properly for large ones like the Devastation area after a restart Fixed: Maybe fixes players able to break the Jonas lens on the tower Fixed: Chat not opening on Broadcast messages like Temporal Storm warnings. Fixed: Command: Waypoint modify command did not check the waypoint index correctly and could cause an error Fixed: Server throwing an exception when the masterserver sends an invalid response Fixed: Rare issue where player group commands op/deop/kick would not work properly on some servers Fixed: Can pick up ingot molds while holding a mold Fixed: Overhead chat message no longer displayed Fixed: Log spam with charcoal pits when it has ground stored objects inside the charcoal pit (BlockFirepit.IsFirewoodPile) Fixed: Server side exceptions thrown by a bowl of meal in water API Change: Certain elements of blocks, items and entities which are intended for use on client-side only - for example, Textures and ShapeInventory - are now null on a server after game start. (Mods are not expected to make use of these on the server-side: if a coded mod experiences new "Object reference not set" errors in game versions 1.20.4+, it may need to check its code to ensure that code referencing these things runs only on client-side.) API Change: Added Block.CanAcceptFallOnto() method, for thread safety this must be used if implementing Block.OnFallOnto() View full record
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Dear Extraordinary Survivalists v1.20.4-rc.1/2/3 and now -rc.4, all unstable releases, can now be downloaded through the account manager. As some of you have noticed, our servers were acting up a bit at times over the last couple of weeks. We have now upped the specs on all of them so I am cautiously optimistic that all services should run smooth again ... at least until we get yet another huge influx of new players Rest assured, we are already making preparations to ensure that we can scale quickly if there is a future need. Taking a break from the server work this weekend, I was able to gather up some of the work the team has been doing in the meanwhile, to bring you another update! Running the Official Public Server has been especially helpful for us in determining what needed additional attention in our multiplayer server hosting software. Please note, this version 1.20.4-rc.1 is not network compatible with previous versions, i.e. in multiplayer, you won't be able to join a 1.20.3 server if you have updated your game to 1.20.4-rc.1 and the server has not: both server and player would need to be running the same game version. [Edit:] Also released rc.2. Changelog below. [Edit:] Also released rc.3 to fix another issue [Edit:] Also released rc.4 to fix sound issues Screenshot by ZerSchitzler, shared on #screenshots on Discord Game updates (rc.4) Fixed: Several mobs missing second ropetiable property, and so weren't actually ropetieable. Fixed: Should fix sounds no longer playing after a while Fixed: Can pick up ingot molds while holding a mold Game updates (rc.2 / rc.3) Fixed: Sounds no longer playing after some minutes, in worlds with many bloomeries, querns and translocators around Fixed: Overhead chat message no longer displayed Fixed: Log spam with charcoal pits when it has ground stored objects inside the charcoal pit (BlockFirepit.IsFirewoodPile) Fixed: Server side exceptions thrown by a bowl of meal in water Fixed: If clients leaving while connecting a new player was not connected to the server from the queue Fixed: Connection queue sometimes not connecting next player from the queue API Fixed: Fixed mod incompatibility with RecipeRegistryBase, caused in 1.20.4-rc.1 Game updates (rc.1) Feature: For multiplayer servers, added a connection queue for when a game server is full (Experimental, off by default. Set MaxClientsInQueue in serverconfig.json to a value above 0 to activate it - the number determines how many players are allowed to sit waiting in the queue) Feature: For multiplayer, added a ModWhiteList for better control of used mods on game servers (set via serverconfig.json) Tweak: The decorative chimney block now covers entire bottom of block, and provides a solid downward face for creating a room Tweak: Interactions with a tamed Elk, such as mounting/unmounting and attaching/removing attachments, is now only possible for the Elk's owner. (As a reminder, attach a medallion to an Elk's brow to claim ownership) Tweak: Further reduced spawn quantity of new mobs during Temporal Storms Tweak: Some animals need to be of a certain generation before they can be roped. Goats are now rope tieable Tweak: Added tongs transforms to a large number of metal and ceramic items Performance tweaks: Fix a source of server-side lag spikes (Technical info: Addresses 5-200ms despawn times for individual entities, entities should now be despawning in microseconds) Reduce server RAM use by approximately 82MB through reducing duplicate Block/Item/Entity data Doubles the client side framerate around lots of entities, e.g. when spawning 2000 chickens Reduce overkill butterfly spawn attempts Tweak: Reduce error log spam when too many sounds get loaded, now prints a notification 2x per second instead Tweak: On client startup, silently re-try to verify the single player session a second time if the first one fails Tweak: Allow /wgen pregen command to be run from console Tweak: On World creation when the worldname is empty choose a random one again Tweak: Fix role change audit log: caller name, role and target player name were not in the correct order Tweak: Update community translations Fixed: Should permanently fix player phasing into blocks when getting damaged Fixed: Minimap opening at game start when it was supposed to be turned off Fixed: Beehive Kiln instantly firing blocks inside Fixed: Colors in character customization screen now named correctly Fixed: Should prevent tamed Elks attacking players after suffering fall damage and similar Fixed: Should fix Elk teleporting into Lava/Boiling water Fixed: Water rendering at the wall of a solid block (e.g. on a chiseled trough) Fixed: Light brown raw daub recipe only allow each sand to work with one clay type, rather than either sand with either clay type. Fixed: Rift Ward was blocking rifts even when not activated Fixed: Devastated soil and rock were chiselable Fixed: Treasure Hunter Trader should drop item when giving a map to a player whose inventory is full Fixed: Treasure maps could get broken by regenerating/deleting chunks and cause server-side errors Fixed: 2nd Story Chapter boss stuck in mid air Fixed: Land Claims would not work properly for large ones like the Devastation area after a restart Fixed: Maybe fixes players able to break the Jonas lens on the tower Fixed: Chat not opening on Broadcast messages like Temporal Storm warnings. Fixed: Command: Waypoint modify command did not check the waypoint index correctly and could cause an error Fixed: Server throwing an exception when the masterserver sends an invalid response Fixed: Rare issue where player group commands op/deop/kick would not work properly on some servers API Change: Certain elements of blocks, items and entities which are intended for use on client-side only - for example, Textures and ShapeInventory - are now null on a server after game start. (Mods are not expected to make use of these on the server-side: if a coded mod experiences new "Object reference not set" errors in game versions 1.20.4+, it may need to check its code to ensure that code referencing these things runs only on client-side.) API Change: Added Block.CanAcceptFallOnto() method, for thread safety this must be used if implementing Block.OnFallOnto() View full record
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Dear Extraordinary Survivalists v1.20.4-rc.1/2/3 and now -rc.4, all unstable releases, can now be downloaded through the account manager. As some of you have noticed, our servers were acting up a bit at times over the last couple of weeks. We have now upped the specs on all of them so I am cautiously optimistic that all services should run smooth again ... at least until we get yet another huge influx of new players Rest assured, we are already making preparations to ensure that we can scale quickly if there is a future need. Taking a break from the server work this weekend, I was able to gather up some of the work the team has been doing in the meanwhile, to bring you another update! Running the Official Public Server has been especially helpful for us in determining what needed additional attention in our multiplayer server hosting software. Please note, this version 1.20.4-rc.1 is not network compatible with previous versions, i.e. in multiplayer, you won't be able to join a 1.20.3 server if you have updated your game to 1.20.4-rc.1 and the server has not: both server and player would need to be running the same game version. [Edit:] Also released rc.2. Changelog below. [Edit:] Also released rc.3 to fix another issue [Edit:] Also released rc.4 to fix sound issues Screenshot by ZerSchitzler, shared on #screenshots on Discord Game updates (rc.4) Fixed: Several mobs missing second ropetiable property, and so weren't actually ropetieable. Fixed: Should fix sounds no longer playing after a while Fixed: Can pick up ingot molds while holding a mold Game updates (rc.2 / rc.3) Fixed: Sounds no longer playing after some minutes, in worlds with many bloomeries, querns and translocators around Fixed: Overhead chat message no longer displayed Fixed: Log spam with charcoal pits when it has ground stored objects inside the charcoal pit (BlockFirepit.IsFirewoodPile) Fixed: Server side exceptions thrown by a bowl of meal in water Fixed: If clients leaving while connecting a new player was not connected to the server from the queue Fixed: Connection queue sometimes not connecting next player from the queue API Fixed: Fixed mod incompatibility with RecipeRegistryBase, caused in 1.20.4-rc.1 Game updates (rc.1) Feature: For multiplayer servers, added a connection queue for when a game server is full (Experimental, off by default. Set MaxClientsInQueue in serverconfig.json to a value above 0 to activate it - the number determines how many players are allowed to sit waiting in the queue) Feature: For multiplayer, added a ModWhiteList for better control of used mods on game servers (set via serverconfig.json) Tweak: The decorative chimney block now covers entire bottom of block, and provides a solid downward face for creating a room Tweak: Interactions with a tamed Elk, such as mounting/unmounting and attaching/removing attachments, is now only possible for the Elk's owner. (As a reminder, attach a medallion to an Elk's brow to claim ownership) Tweak: Further reduced spawn quantity of new mobs during Temporal Storms Tweak: Some animals need to be of a certain generation before they can be roped. Goats are now rope tieable Tweak: Added tongs transforms to a large number of metal and ceramic items Performance tweaks: Fix a source of server-side lag spikes (Technical info: Addresses 5-200ms despawn times for individual entities, entities should now be despawning in microseconds) Reduce server RAM use by approximately 82MB through reducing duplicate Block/Item/Entity data Doubles the client side framerate around lots of entities, e.g. when spawning 2000 chickens Reduce overkill butterfly spawn attempts Tweak: Reduce error log spam when too many sounds get loaded, now prints a notification 2x per second instead Tweak: On client startup, silently re-try to verify the single player session a second time if the first one fails Tweak: Allow /wgen pregen command to be run from console Tweak: On World creation when the worldname is empty choose a random one again Tweak: Fix role change audit log: caller name, role and target player name were not in the correct order Tweak: Update community translations Fixed: Should permanently fix player phasing into blocks when getting damaged Fixed: Minimap opening at game start when it was supposed to be turned off Fixed: Beehive Kiln instantly firing blocks inside Fixed: Colors in character customization screen now named correctly Fixed: Should prevent tamed Elks attacking players after suffering fall damage and similar Fixed: Should fix Elk teleporting into Lava/Boiling water Fixed: Water rendering at the wall of a solid block (e.g. on a chiseled trough) Fixed: Light brown raw daub recipe only allow each sand to work with one clay type, rather than either sand with either clay type. Fixed: Rift Ward was blocking rifts even when not activated Fixed: Devastated soil and rock were chiselable Fixed: Treasure Hunter Trader should drop item when giving a map to a player whose inventory is full Fixed: Treasure maps could get broken by regenerating/deleting chunks and cause server-side errors Fixed: 2nd Story Chapter boss stuck in mid air Fixed: Land Claims would not work properly for large ones like the Devastation area after a restart Fixed: Maybe fixes players able to break the Jonas lens on the tower Fixed: Chat not opening on Broadcast messages like Temporal Storm warnings. Fixed: Command: Waypoint modify command did not check the waypoint index correctly and could cause an error Fixed: Server throwing an exception when the masterserver sends an invalid response Fixed: Rare issue where player group commands op/deop/kick would not work properly on some servers API Change: Certain elements of blocks, items and entities which are intended for use on client-side only - for example, Textures and ShapeInventory - are now null on a server after game start. (Mods are not expected to make use of these on the server-side: if a coded mod experiences new "Object reference not set" errors in game versions 1.20.4+, it may need to check its code to ensure that code referencing these things runs only on client-side.) API Change: Added Block.CanAcceptFallOnto() method, for thread safety this must be used if implementing Block.OnFallOnto()
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This is back online again, sorry for the troubles. It happened at around 2:30 AM my time so I couldn't look at it right away
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Dear Extraordinary Survivalists v1.20.2/3, a stable release can now be downloaded through the account manager. [Edit:] Also released v1.20.3 to fix a timeout issue when setting up Vintagehosting for the first time This update should fix some of the more egregious bugs y'all have encountered. Fantastic reception of the 1.20 update so far - we are glad you're all having a good time! Screenshot by Fishy, shared on Discord #screenshots Game updates Tweak: Sailboats are now 20% faster than the Raft. Stopgap solution until there are more comprehensive sailing mechanics Fixed: Might fix 2nd story chapter boss getting stuck mid-air Fixed: Fruitpress sometimes stops squeezing juice Fixed: Should fix tamed Elk attacking player on fall damage and similar Fixed: Exception thrown in beehives and skeps Fixed: Exception thrown when chiseling a block for the first time Fixed: Exception thrown in handbook distilling and juicing Fixed: Dead shiver hitbox was too small Fixed: /wgen regen no longer working on some flat worlds Fixed: Basket trap error log spam Fixed: Various small fixes to story locations Fixed: Propick results no longer automatically appearing Fixed: Fruitpress log spam if mash got rotten Fixed: Should fix ServerMain.HandlePlayerIdentification NRE on high player count servers like TOPS Fixed: EntityBehaviorControlledPhysics.FindSteppableCollisionBox() error log spam Fixed: Tamed creature dupe bug API Tweak: Schematic remapping will try to get the version info from the remap name, like "game:v1.20.0-rc.5" and only apply when the remapping version is greater than the schematics version. If it fails to get a version from the remap name it will apply the remapping. View full record
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Dear Extraordinary Survivalists v1.20.2/3, a stable release can now be downloaded through the account manager. [Edit:] Also released v1.20.3 to fix a timeout issue when setting up Vintagehosting for the first time This update should fix some of the more egregious bugs y'all have encountered. Fantastic reception of the 1.20 update so far - we are glad you're all having a good time! Screenshot by Fishy, shared on Discord #screenshots Game updates Tweak: Sailboats are now 20% faster than the Raft. Stopgap solution until there are more comprehensive sailing mechanics Fixed: Might fix 2nd story chapter boss getting stuck mid-air Fixed: Fruitpress sometimes stops squeezing juice Fixed: Should fix tamed Elk attacking player on fall damage and similar Fixed: Exception thrown in beehives and skeps Fixed: Exception thrown when chiseling a block for the first time Fixed: Exception thrown in handbook distilling and juicing Fixed: Dead shiver hitbox was too small Fixed: /wgen regen no longer working on some flat worlds Fixed: Basket trap error log spam Fixed: Various small fixes to story locations Fixed: Propick results no longer automatically appearing Fixed: Fruitpress log spam if mash got rotten Fixed: Should fix ServerMain.HandlePlayerIdentification NRE on high player count servers like TOPS Fixed: EntityBehaviorControlledPhysics.FindSteppableCollisionBox() error log spam Fixed: Tamed creature dupe bug API Tweak: Schematic remapping will try to get the version info from the remap name, like "game:v1.20.0-rc.5" and only apply when the remapping version is greater than the schematics version. If it fails to get a version from the remap name it will apply the remapping.
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Dear Extraordinary Survivalists v1.20.1, a stable release can now be downloaded through the account manager. A small update with some new music and important fixes. Screenshot by Deus Chirno, shared in #screenshots on Discord Game updates Feature: 2 new sound tracks by Hayden. One plays during early fall, another one is a new tuning cylinder Fixed: Able to take out hot ingots from mold by breaking the mold Fixed: Updated trader buying/selling lists. Fixes trader selling invalid tapestry Fixed: Spirit giving too much satiety Fixed: Should better fix some chunks only generating pure stone Fixed: Client crash in the SoundEngine due to Reverb Fixed: Elk Medallions not working as intended Fixed: Temporary mitigation against a bug that can crash the server due to invalid player position View full record
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