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Tyron

VS Team (Lead)
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  1. No, there won't be a Vintage Story 2, as there is no need for it. The planned content on the roadmap is enough for 2 decades of a great many content, and none of it is limited by the engine, as far as I can forsee. For what its worth, I am easily annoyed by bad code, so there are component rewrites in most major updates of VS. If you have this concern because we seem to publish bugfix patches notably more often than other gamedev companies - it is because (at least) I follow the RERO principle, and in my opinion, is one of the reasons why we can produce new content faster than other gamedev companies. I don't see how we could possibly end up in a bankruptcy position. Bankruptcy happens when you cannot pay back debt - Anego Studios SIA has no debt. Should we, contrary to the 6 year long trend of growing sales, really end up with a drop in sales, we can quite smoothly scale back development. Before it even gets to that - releasing on Steam would likely also increase sales multifold. And contrary to the usual startup culture, we are not doing stupid financial decisions, grow at breackneck speeds, get millions from investors, take on large liabilities and then sell off the company for billions... When I set out to create the best sandbox survival experience that I can, I not only look at the players in-game experience, but also everything involved in that creating experience, including engine architecture and long term financial viability.
  2. Chopping bug is now fixed in pre.3
  3. should be "/worldconfig blockGravity sandgravelsoilcaveins" Thanks for the feedback, we'll fix those issues, none of it is intentional
  4. Dear Extraordinary Survivalists v1.19.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies"). We are proud to present, our next major update to Vintage Story! The working title for this update was "Dejank Redux" - polishing of existing game mechanics. In fact, it started out with a gigantic list of items from each team member on what they individually felt could need addressing, we then narrowed it down to just a small handful. Those plans included a revisit to the death and reviving mechanics, but that became displaced in favour of a cleanup/upgrades on the game engine itself, as well as many other tweaks that also felt befitting to the title of "Dejank". As usual, some new features always manage to sneakily sneak into our updates As with our previous updates, we continue our tradition of challenging the status quo of what this game engine can do - this time primarily by introducing a new concept we call Mini Dimensions. It is our hope that once this tech has matured, it will enable all kinds of movable multiblock shenanigans. We are excited to explore this new frontier with you, dear Community! Juicy Engine Tech a-plenty This update contains a lot of new and improved engine tech that will enable new types of game play while also ensuring that the engine still has plenty of room for the game to grow. Mini Dimension System: There is now rudimentary support for world chunks to be rendered into the game world independent of their position in the standard map system. In the long term, this should allow for multiblock vehicles and other wicked mechanical shenanigans. As a first proof of concept, when importing schematics (or copying from the clipboard) through World Edit, you can now see a live preview of all blocks, positioned using this system. For technical info, see our documentation file: movchunks public notes.txt Unlimited textures: The textures for blocks, items and entities are no longer limited to a single texture atlas. Therefore, mods which add a lot of new textures should never run out of texture atlas space again! This multi-atlas system was partially included since the game's early days and is now finally complete. New First-person mode: Took a lot of tuning, but visible hands are finally a thing now Wearable animation support: Items that the player wears can now be animated. This is important for some clothing types such as skirts. Animation system v2: A new data format, more compatible to other animation formats, such as the one made with Blender (use with Blender still relies on a community made converter, however) Connected textures: Rudimentary support for this now exists, to allow e.g. a 64x64 texture be mapped onto 2x2x2 blocks Chat commands code rewrite: In v1.18 we introduced a new API for commands - one that would allow for automatic documentation and future capability for a command auto-complete feature. In v1.19 the monumental effort of migrating hundreds of existing commands to this new API is now complete! World Edit commands consistency overhaul: The World Edit system grew organically over time, and it was a prime candidate for a revisit. We introduced a new, consistent command naming scheme and also filled in some gaps in its feature set. More de-jank to come still. Chiseling system upgrades: We continue our efforts towards ever tighter integration of chiseled blocks as a "first class citizen". Chiseled blocks now support decor layers, naturally integrate into the terrain when they are part of a ruin, and can become submerged in soil. 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. 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 v1.19 blog post will then come when the first full release candidate (rc.1) is ready 3. If testing 1.19 on an old world from 1.18 or earlier, we strongly recommend making a backup copy before loading the world in 1.19. Still planned for rc.1 Many of the new mechanics and game content in this preview are in a rough state, especially the new deer, ruins and new First-person mode. They will require a lot of tuning and tweaking before we can go stable. Also wild animal catching is still unfinished. Screenshots / Gifs Overhauled First-person mode: Now with hands! WIP Cave-in system: Build support beams to prevent getting buried alive (only on by default in the Wilderness Survival mode) Added 11 species of deer and more! WIP (Antlers still missing) Animal catching: Domesticated animals can be picked up with a basket Fully reworked ruins. Very much still a work in progress (WIP), they don't all fully spawn yet. New Accessibility settings Added Command Handbook (in Creative mode) Added Scroll racks, also lets you store Tuning cylinders World map tweaks: No longer super revealing by default, but instead it displays your prospecting results. (WIP) Character selector tweaks: More canon hair colors, better randomizer and the ability to use your last selection from another world / server More chisel power: Now supports decors and topsoil Overhauled/New 3D models for troughs, buckets and seeds Added live preview during schematic import Game updates Feature: Overhauled First-person mode (WIP): Now a hybrid between the old standard fp mode and the Immersive fp mode. We only render the player's hands and arms, their position depends on current actions and items held Feature: Added moose, elk, and 11 species of deer, each has several antler variants. (based on the assets from the Capreolinae mod, with permission. Thanks Tentharchitect!) Feature: Cave-in system in the Wilderness Survival playstyle. Solid rock and cracked rock now collapses if not supported while it is being broken/placed. Enabled via world config. Use wooden beams to stabilize mines and tunnels! Feature: Added Accessibility tab. Moved View Bobbing and Toggle Sprint settings there. Added 2 new accessibility settings: Camera shake strength and Wireframe thickness. Tweak: Added ability to adjust temporal instability waviness in the new Accessibility tab Tweak: Added experimental minbrightness client config, potential use for YouTubers/streamers to prevent pitch-black areas. Feature: Added Command Handbook. Available in Creative mode through the game pause menu, or type command .chb to open Feature: Visual fine tuning Improved frost overlay visuals on creatures/traders - frost now only applies during precipitation or shortly thereafter, improved visual quality and some body parts are no longer completely frosted over, such as the trader's head Re-worked large trough, small trough and bucket models Crop seeds and grain items now have 3D models Improved SSAO quality - no longer has odd artifacts (thanks to @nug on Discord) Added more depth to Dry stone wall textures. Visual tweaks Redwood beams: wood grain was in the wrong direction Fixed Aged fancy bed having bright green bed cover. The bed cover is now faded, aged green Replaced Resonance Archives clutter bed with updated model. Added colorful linen textures for mattress sides and pillow. Added shading texture overlay for mattress sides and pillow. Fixed bed-fency-open clutter block missing textures Faster storm dust particles Improved seraph idle animation Feature: Added scroll racks. Storage space for scrolls, papers and tuning cylinders Feature: Added cracked ashlar blocks, deadfungi and spotty mold decor layer blocks and some book clutter blocks Feature: Prospecting pick heatmap: added tabs to the world map Feature: New more medieval looking world map visuals, using the color palette from the Medieval Map mod (by permission from Rangelost, with many thanks). Classic world map visuals can be restored using the commands "/worldconfigcreate bool colorAccurateWorldmap true" server-wide or "/player [playername] grant colorAccurateWorldmap" for each player Feature: Chiseling system upgrades Decor overlay support as well as support for grass covered topsoil block. Can use knife to remove decor layers again. Can now properly add more material to a chiseled block, useful when wanting to create a full block from 2 slabs When using slabs as input material the game did not correctly count already used material Chiseled blocks no longer have their name fixed to the block name first used during creation. If no custom name is set by the player, the chiseled block will now take on the name of the majority material World generation now fully supports chiseled blocks when part of a surface or underground ruin, i.e. chiseled block materials can adapt to local rock types and can get submerged into soil Feature: Ability to catch small tamed animals (generation 5+) with an empty reed chest. Requires one free backpack slot Feature: Raccoon and Fox pups now spawn in the world Feature: Improved character selector Players can now select their previously selected skin preferences, in the Create Character dialog via new 'Last selection' button Greatly reduced strange hair combinations when using the Randomize button Updated hair colors. Replaced all purple and pink shades. The selector no longer plays the seraph voice when the Create Character dialog first appears (too laggy in the first few frames to do so, can heavily skew sounds) Feature: Gameplay balancing tweaks and fixes Tweak: Double-headed drifters and Bells now have a chance to drop Jonas parts/sub-assemblies. Tweak: Double-headed drifters have a little more health now. Tweak: Made arid areas more arid (by further filling up lakes with blocks) Tweak: Being wet debuffs your warmth 50% more strongly, but players now get wet from snowfall 4 times more slowly than from rain Tweak: Nerfed fur clothing set warmth values, it was circumventing the need for clothing repair Tweak: Polar bears now cannot climb, but can swim faster than other bears Tweak: Wooden paths can now be made with any type of board Tweak: Plank path recipe now outputs 1 path per 2 boards (25% of previous output) Tweak: Archimedes Screw now only accepts plates of tool metals in its recipe Tweak: No fall damage when doing a gliding land while aiming less than 45° downwards, i.e. looking horizontal or upwards will negate all fall damage Tweak: Adjusted prices for a couple of trader goods. Linen now much more expensive, also raised Gambeson armor cost to match. Most tools slightly more expensive Antique armor cost now matches the value of the armor slot. Head armor cheapest, leg armor medium cost, chest armor most expensive Fixed: Players not receiving fall damage when touching a wall during the fall Fixed: Ingot piles were combustible Fixed: Tree seeds were not combustible Fixed: Fuel duration of Night vision goggles was not properly calculated (was only client side) Fixed: Damaged flax crop still giving a full yield of flax fibres Fixed: An upside half slab over a 1-deep hole is now no longer recognized as a cellar Fixed: Sleeping did not accelerate healing. Health and Hunger are now calculated based on in-game time instead of real world time. (Can adjust the heal regeneration speed and the hunger speed using commands /worldconfig playerHealthRegenSpeed 1 and /worldconfig playerHungerSpeed 1) Feature: Added a worldconfig option to change the health regeneration speed: "/worldconfig playerHealthRegenSpeed 1". Also available on world creation Feature: Can now ignite extinct torches on lit torches, firepits, forges, pit kilns, etc. Feature: World Edit upgrades Schematic import (and copying from clipboard) now previews a live version instead of half-transparent blue cubes Major World Edit command rework based on Elvas' suggestions. Air brush placement quantity is now a % value instead of fixed value. New option for Paint brush: Placement % Move, Selection and Repeat tool can now also be operated by "Look direction" instead of N/E/S/W/U/D only New constraint system. "/we constrain selection" constrains all World Edit operations to the current selection only. "/we constrain none" to return to default behavior New flip system: "/we flip (n|e|s|w|u|d|l|x|y|z)" flips selected area in-place in given direction (cardinal, look direction or axis) Fixed chisel brush icon black instead of white Fixed major derps happening on block entities when using undo/redo after certain operations Fixed schematic rotation: don't abort with exception if a block returns an invalid rotation, instead log an error and use unrotated variant Added a couple of aliases to /we marked commands Feature: Added capability for server owners to compact savegames /db vacuum: Recreate savegame to minimize disk space /db prune [threshold] confirm: Deletes chunk columns where there are less than [threshold] player edits (direct block placements/breakings by a player) since 1.18.0 - note that this also allows the game engine to refresh (re-generate) the world with latest version worldgen in all these areas A full compact process looks like this: /wgen autogen 0 (disable generation of chunks) /db prune 5 confirm (delete all chunks with less than 5 edits) /db vacuum (compact database) Feature: All Treasure chests have now more valuable loot in them Feature: More streamlined introduction into the game's mechanics (WIP). Instead of a dialog about the Handbook overlaid when the game first starts, now when launching the game for the first time, the player can select their character and 15 seconds after selection a small HUD element will appear on the left side offering help - this will open an Introduction dialog with links to the Handbook and the tutorial. Feature: Added a stack randomizer for all Jonas items Tweak: Can now shift+left click armor and wearables into the character inventory Tweak: Show appreciation where it's due: new petseraph animation (untested) Tweak: Entities standing on a rotating Quern now rotate as well Tweak: Added tarnished steel beams Tweak: Added visual hints that the Library resonator (in the Resonance Archives) is interactable Tweak: World info hover box now only shows the differences from the default configuration Tweak: Game text fine tuning Fixed: Liquid containers showing only first decimal place and thus rounding the value Tweak: Removed the '(Experimental)' suffix to large world sizes. The game engine is now stable enough for large sizes. Tweak: More immersive "claimed by" error messaging, especially when in the Resonance Archives (simply reworded) Tweak: Renamed 3 blocks: Crimson King maple=>Crimson maple, Green Spire cypress=>Mediterranean cypress, Stone bricks =>Ashlar blocks Tweak: Oiled hides mention a bit more on how curing them works Tweak: When the main menu offers to download a new update, the Confirm Update screen now has a link to the devlog entry Tweak: Multiplayer server screens: don't show the server password in clear text Fixed: A 'claimed' error message appearing when igniting the coal pile in the Resonance Archives generator room Tweak: Audio fine tuning Improved soundscape for glider gliding and Creative-mode flying Over 200 sound files have been fine tuned for quality by reducing noise, eliminating popping sounds and more The Resonator Music is now affected by the music slider, instead of the ambient slider New eating sound for large animals Handbook tweaks Tweak: Handbook search now ignores diacritics in the search text (and the same change for searching the Creative inventory) Tweak: Now also displays if an item can be obtained by harvesting a creature Tweak: Handbook entry for alum gives some details of where to find it Tweak: Jonas generator room equipment, and Gasifier, removed from the Handbook Tweak: Lamellar armor has the word 'armor' added to the name, so that it shows up in a search for "armor" Tweak: Added "Mechanical power part" description to mechanical power blocks to make them more easily findable in the Creative inventory and the Handbook Tweak: Improved command help Add client-side .help command Improved formatting of the help output in chat Additional command tweaks: Added ability to individually enable world maps (in games where the map is normally disabled) using /player playername grant allowMap Added commands .debug plrattr [path] and /entity cmd [selector] attr [path] to read player/entity attributes. Might help us narrow down the cause of "Dave" running during broad daylight and blood rain seen outside times of temporal instability In the /entity command, added a new "id" entity selector, e.g. /entity remove e[id=1234] Tweak: Log login failure messages to client-debug.txt (rarely, a player cannot connect to the auth servers at all), improve the feedback messages in-game Tweak: Reduced default SpawnCapPlayerScaling from 0.75 to 0.5, as multiplayer servers with a large player count got completely flooded with drifters Tweak: When privilege allowcharselonce was not granted, show the player an error message instead of opening the dialog to reduce confusion Tweak: Removed unused workbench block from game Tweak: Don't show < > buttons on books with only 1 page Fixed: Pixelated background on the Download Mods screen Tweak: Can no longer remove bot gear in Survival mode, now requires Creative mode Tweak: Allow corrupted savegames to repair broken MapRegions in repair mode Tweak: Added experimental feature to slightly speed up world startup, available only in the Developer settings tab Tweak: Added "Macro Editor" button to the Controls settings tab Tweak: Added --withConfig server startup arg. Allows one to override any serverconfig.json values at runtime Fixed: Butterflies now manage to fly away eventually after getting stuck in water Fixed: Reduce cases of endlessly jumpy dropped items Fixed: Should now properly sync edge sitting animations on players Fixed: Player body pitched awkwardly after landing with a glider Fixed: Unable to complete the Resonance Archives while in immersive first person mode Fixed: When a candle is placed on top of a fence it will only spawn one candle in the center Fixed: Gates sometimes missing collision and selection box [detail: when a gate was placed and a second one was added to the left the right one was missing the multiblock parts and had no collision except for the bottom right block] Fixed: Glider also functioning if inside a backpack (thanks korobya) Fixed: Some trader carts did not fully generate Fixed: Should fix watered farmland not updating for other players Fixed: Multiple issues with block breaking overlay in tallgrass, leaves and vines Fixed: GUI alignment issues when references to hotkeys are mixed in with other text Fixed: Folders with spaces could not be opened (e.g. via "Open Mods Folder" button) Fixed: The Controls settings tab and the Macro Manager now show the key for the currently set keyboard layout, instead of always assuming a US keyboard Fixed: /moddb search also returned non mods, and if no version is specified now installs the latest version instead of the oldest Fixed: .charsel command leaving changed class on the client side if the player did not have permission to change it in the first place Fixed: Some lore discoveries activating the gong and discovery center screen text, although they were already discovered Fixed: Incorrect position matching in the /entity command selector (e.g. in /entity remove e[minX=3, minY=0, minZ=3, maxX=4, maxY=2, maxZ=4]) Fixed: Running server with --standby argument crashes if serverconfig.json does not exist Fixed: --port arg not applying to master server advertising Fixed: On some systems (MacOS) the sky would load color inverted (red) [Technical detail: this now ensures we load all images as Bgra8888 since that's what we send our texture pixels as to the GPU] Fixed: Linux Wayland freezing on start up issue Vintagehosting Feature: Added ability to delete the complete hosting setup, improved logging Feature: Show the server logs from your Vintagehosting server (last 200 lines of server-main.txt) Fixed: Timeout issues when changing server version Fixed: Made it easier for players to test world seeds locally first before using them on Vintagehosting (add 384k world size option and VS hosting servers will now default to 384k x 384k world size) (Internal: Significant progress towards Vintagehosting mod support) Mod API Feature: Mini Dimensions initial support. For technical details see movchunks public notes.txt Feature: Support for connected textures for drawType: "Cube" blocks (see "tiling cobblestone test" block in creative mode, and blocktypes/meta/tilingcobble.json) Feature: Eliminated all texture atlas limitations, i.e. mods that add a lot of blocks no longer have glitched graphics Feature: Added Block randomizer. Creative mode configurable block that, when created during worldgen as part of a schematic can randomly turn into one of 10 blocks. Using meta-filler block as input for the randomizer block now forces air blocks at that location Feature: Chiseled blocks should now support worldgen blocklayer replacement when using the new meta-blocklayer block as placeholder material Feature: Wearable gear animations support. Models configured with a step parent and backdrop shape can now be animated in VSMC Feature: Added a somewhat more Blender-compatible animations mode (via version:1 attribute for each animation) Feature: Randomizer block and microblocks now respect worldgen schematic replace block properties to conform to local rock types if they are made of granite Tweak: Loot vessel drops no longer hardcoded but configurable in the block type json file Tweak: Can use stack randomizers to get resolved when used as a mob drop Tweak: Allow shipping of .dll files inside a mod's native/ folder Tweak: Game now logs a warning if the obsolete Collectible GrindedStack property is set Tweak: Added api.Event.OnEntityLoaded event Tweak: Disallow registering of recipes in-code at a launch phase that would cause random crashes Tweak: Added Δx/y/z fields to the block selection editor (.bsedit) to move selections around Tweak: Game will now print a warning on duplicate animation codes Tweak: Avoid game crashing from improperly configured liquid containers Tweak: Can now define player bot inventory via inventory:{} object in the entity type json file: [....] eyeHeight: 1.7, attributes: { inventory: [ { type: "item", code: "blade-blackguard-iron" }, { type: "item", code: "armor-body-improvised-wood" } ], [...] Tweak: Added "ServerIdentifier" GUID to serverconfig.json Tweak: BlockPos now includes a dimension field as well as x, y, z values, see documentation for Mini Dimensions Tweak: In IBlockAccessor, position-based methods with BlockPos parameters should be used where possible in place of x, y, z parameters, for future dimension compatibility Tweak: Include OpenTK.Audio.OpenAL.dll and OpenTK.Mathematics.dll in server builds since native libs are already there Refactor: Collectible.OnBeforeRender(): The passed ItemRenderInfo.ModelRef property has a changed type MeshRef=>MultiTextureMeshRef. Instead of calling api.Render.UploadMesh() you now need to call api.Render.UploadMultiTextureMesh() to acquire this new type. To manually render such meshref, use api.Render.RenderMultiTextureMesh() Refactor: Renamed Block.PriorityInteract to PlacedPriorityInteract. Added Collectible.HeldPriorityInteract Refactor: IRenderAPI.GetItemStackRenderInfo new argument: dt Refactor: Method BlockEntity.OnPlacementBySchematic() has now 2 more arguments for the rocktype info Refactor: Fox entity types now in one file instead of six. Refactor: entity.AnimManager.HeadController and entity.AnimManager.Animator might now be null for a few frames during startup. You might need to null check these Refactor: InventoryBase.GetBestSuitedSlot() has a new argument ItemStackMoveOperation op = null Refactor: Split method CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo() into multiple smaller ones Removed: Disabled gltf test object, gltf loading broken due to multi-atlas change (scream in #gamedev if you need this, lel) Fixed: IServerAPI.ServerIp property crashing on dedicated servers Fixed: tree.GetAsBool() return wrong value for bool attributes :facepalm: Fixed: Call to unload chunks did not trigger UnloadChunk event Fixed: GetPlayersAround() horizontal range search only searched in a range of sqrt(range) Fixed: MaxAnimatedElements setting not set to 46 (was 36) Fixed: Modded sky.png not getting loaded Fixed: Clutter block crashing game if a texture was missing, now prints an error Fixed: "Companions" section of entity spawning not behaving as one would expect. Originally had only and 80% chance of spawning the main entity and then 80% chance of spawning one of the companion codes. Now the main entity is always spawned first, and every subsequent entity is selected from the companions list. Also the spawner had an hidden bias towards preferring spawning baby creatures due to their smaller hitbox Fixed: When on IServerPlayer.Disconnect() is called it would crash the client Fixed: Multiple instance detection by using a named mutex (since net7) Fixed: CollectibleBehavior.OnHeldAttack* methods where not getting called
  5. Dear Extraordinary Survivalists v1.19.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies"). We are proud to present, our next major update to Vintage Story! The working title for this update was "Dejank Redux" - polishing of existing game mechanics. In fact, it started out with a gigantic list of items from each team member on what they individually felt could need addressing, we then narrowed it down to just a small handful. Those plans included a revisit to the death and reviving mechanics, but that became displaced in favour of a cleanup/upgrades on the game engine itself, as well as many other tweaks that also felt befitting to the title of "Dejank". As usual, some new features always manage to sneakily sneak into our updates As with our previous updates, we continue our tradition of challenging the status quo of what this game engine can do - this time primarily by introducing a new concept we call Mini Dimensions. It is our hope that once this tech has matured, it will enable all kinds of movable multiblock shenanigans. We are excited to explore this new frontier with you, dear Community! Juicy Engine Tech a-plenty This update contains a lot of new and improved engine tech that will enable new types of game play while also ensuring that the engine still has plenty of room for the game to grow. Mini Dimension System: There is now rudimentary support for world chunks to be rendered into the game world independent of their position in the standard map system. In the long term, this should allow for multiblock vehicles and other wicked mechanical shenanigans. As a first proof of concept, when importing schematics (or copying from the clipboard) through World Edit, you can now see a live preview of all blocks, positioned using this system. For technical info, see our documentation file: movchunks public notes.txt Unlimited textures: The textures for blocks, items and entities are no longer limited to a single texture atlas. Therefore, mods which add a lot of new textures should never run out of texture atlas space again! This multi-atlas system was partially included since the game's early days and is now finally complete. New First-person mode: Took a lot of tuning, but visible hands are finally a thing now Wearable animation support: Items that the player wears can now be animated. This is important for some clothing types such as skirts. Animation system v2: A new data format, more compatible to other animation formats, such as the one made with Blender (use with Blender still relies on a community made converter, however) Connected textures: Rudimentary support for this now exists, to allow e.g. a 64x64 texture be mapped onto 2x2x2 blocks Chat commands code rewrite: In v1.18 we introduced a new API for commands - one that would allow for automatic documentation and future capability for a command auto-complete feature. In v1.19 the monumental effort of migrating hundreds of existing commands to this new API is now complete! World Edit commands consistency overhaul: The World Edit system grew organically over time, and it was a prime candidate for a revisit. We introduced a new, consistent command naming scheme and also filled in some gaps in its feature set. More de-jank to come still. Chiseling system upgrades: We continue our efforts towards ever tighter integration of chiseled blocks as a "first class citizen". Chiseled blocks now support decor layers, naturally integrate into the terrain when they are part of a ruin, and can become submerged in soil. 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. 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 v1.19 blog post will then come when the first full release candidate (rc.1) is ready 3. If testing 1.19 on an old world from 1.18 or earlier, we strongly recommend making a backup copy before loading the world in 1.19. Still planned for rc.1 Many of the new mechanics and game content in this preview are in a rough state, especially the new deer, ruins and new First-person mode. They will require a lot of tuning and tweaking before we can go stable. Also wild animal catching is still unfinished. Screenshots / Gifs Overhauled First-person mode: Now with hands! WIP Cave-in system: Build support beams to prevent getting buried alive (only on by default in the Wilderness Survival mode) Added 11 species of deer and more! WIP (Antlers still missing) Animal catching: Domesticated animals can be picked up with a basket Fully reworked ruins. Very much still a work in progress (WIP), they don't all fully spawn yet. New Accessibility settings Added Command Handbook (in Creative mode) Added Scroll racks, also lets you store Tuning cylinders World map tweaks: No longer super revealing by default, but instead it displays your prospecting results. (WIP) Character selector tweaks: More canon hair colors, better randomizer and the ability to use your last selection from another world / server More chisel power: Now supports decors and topsoil Overhauled/New 3D models for troughs, buckets and seeds Added live preview during schematic import Game updates Feature: Overhauled First-person mode (WIP): Now a hybrid between the old standard fp mode and the Immersive fp mode. We only render the player's hands and arms, their position depends on current actions and items held Feature: Added moose, elk, and 11 species of deer, each has several antler variants. (based on the assets from the Capreolinae mod, with permission. Thanks Tentharchitect!) Feature: Cave-in system in the Wilderness Survival playstyle. Solid rock and cracked rock now collapses if not supported while it is being broken/placed. Enabled via world config. Use wooden beams to stabilize mines and tunnels! Feature: Added Accessibility tab. Moved View Bobbing and Toggle Sprint settings there. Added 2 new accessibility settings: Camera shake strength and Wireframe thickness. Tweak: Added ability to adjust temporal instability waviness in the new Accessibility tab Tweak: Added experimental minbrightness client config, potential use for YouTubers/streamers to prevent pitch-black areas. Feature: Added Command Handbook. Available in Creative mode through the game pause menu, or type command .chb to open Feature: Visual fine tuning Improved frost overlay visuals on creatures/traders - frost now only applies during precipitation or shortly thereafter, improved visual quality and some body parts are no longer completely frosted over, such as the trader's head Re-worked large trough, small trough and bucket models Crop seeds and grain items now have 3D models Improved SSAO quality - no longer has odd artifacts (thanks to @nug on Discord) Added more depth to Dry stone wall textures. Visual tweaks Redwood beams: wood grain was in the wrong direction Fixed Aged fancy bed having bright green bed cover. The bed cover is now faded, aged green Replaced Resonance Archives clutter bed with updated model. Added colorful linen textures for mattress sides and pillow. Added shading texture overlay for mattress sides and pillow. Fixed bed-fency-open clutter block missing textures Faster storm dust particles Improved seraph idle animation Feature: Added scroll racks. Storage space for scrolls, papers and tuning cylinders Feature: Added cracked ashlar blocks, deadfungi and spotty mold decor layer blocks and some book clutter blocks Feature: Prospecting pick heatmap: added tabs to the world map Feature: New more medieval looking world map visuals, using the color palette from the Medieval Map mod (by permission from Rangelost, with many thanks). Classic world map visuals can be restored using the commands "/worldconfigcreate bool colorAccurateWorldmap true" server-wide or "/player [playername] grant colorAccurateWorldmap" for each player Feature: Chiseling system upgrades Decor overlay support as well as support for grass covered topsoil block. Can use knife to remove decor layers again. Can now properly add more material to a chiseled block, useful when wanting to create a full block from 2 slabs When using slabs as input material the game did not correctly count already used material Chiseled blocks no longer have their name fixed to the block name first used during creation. If no custom name is set by the player, the chiseled block will now take on the name of the majority material World generation now fully supports chiseled blocks when part of a surface or underground ruin, i.e. chiseled block materials can adapt to local rock types and can get submerged into soil Feature: Ability to catch small tamed animals (generation 5+) with an empty reed chest. Requires one free backpack slot Feature: Raccoon and Fox pups now spawn in the world Feature: Improved character selector Players can now select their previously selected skin preferences, in the Create Character dialog via new 'Last selection' button Greatly reduced strange hair combinations when using the Randomize button Updated hair colors. Replaced all purple and pink shades. The selector no longer plays the seraph voice when the Create Character dialog first appears (too laggy in the first few frames to do so, can heavily skew sounds) Feature: Gameplay balancing tweaks and fixes Tweak: Double-headed drifters and Bells now have a chance to drop Jonas parts/sub-assemblies. Tweak: Double-headed drifters have a little more health now. Tweak: Made arid areas more arid (by further filling up lakes with blocks) Tweak: Being wet debuffs your warmth 50% more strongly, but players now get wet from snowfall 4 times more slowly than from rain Tweak: Nerfed fur clothing set warmth values, it was circumventing the need for clothing repair Tweak: Polar bears now cannot climb, but can swim faster than other bears Tweak: Wooden paths can now be made with any type of board Tweak: Plank path recipe now outputs 1 path per 2 boards (25% of previous output) Tweak: Archimedes Screw now only accepts plates of tool metals in its recipe Tweak: No fall damage when doing a gliding land while aiming less than 45° downwards, i.e. looking horizontal or upwards will negate all fall damage Tweak: Adjusted prices for a couple of trader goods. Linen now much more expensive, also raised Gambeson armor cost to match. Most tools slightly more expensive Antique armor cost now matches the value of the armor slot. Head armor cheapest, leg armor medium cost, chest armor most expensive Fixed: Players not receiving fall damage when touching a wall during the fall Fixed: Ingot piles were combustible Fixed: Tree seeds were not combustible Fixed: Fuel duration of Night vision goggles was not properly calculated (was only client side) Fixed: Damaged flax crop still giving a full yield of flax fibres Fixed: An upside half slab over a 1-deep hole is now no longer recognized as a cellar Fixed: Sleeping did not accelerate healing. Health and Hunger are now calculated based on in-game time instead of real world time. (Can adjust the heal regeneration speed and the hunger speed using commands /worldconfig playerHealthRegenSpeed 1 and /worldconfig playerHungerSpeed 1) Feature: Added a worldconfig option to change the health regeneration speed: "/worldconfig playerHealthRegenSpeed 1". Also available on world creation Feature: Can now ignite extinct torches on lit torches, firepits, forges, pit kilns, etc. Feature: World Edit upgrades Schematic import (and copying from clipboard) now previews a live version instead of half-transparent blue cubes Major World Edit command rework based on Elvas' suggestions. Air brush placement quantity is now a % value instead of fixed value. New option for Paint brush: Placement % Move, Selection and Repeat tool can now also be operated by "Look direction" instead of N/E/S/W/U/D only New constraint system. "/we constrain selection" constrains all World Edit operations to the current selection only. "/we constrain none" to return to default behavior New flip system: "/we flip (n|e|s|w|u|d|l|x|y|z)" flips selected area in-place in given direction (cardinal, look direction or axis) Fixed chisel brush icon black instead of white Fixed major derps happening on block entities when using undo/redo after certain operations Fixed schematic rotation: don't abort with exception if a block returns an invalid rotation, instead log an error and use unrotated variant Added a couple of aliases to /we marked commands Feature: Added capability for server owners to compact savegames /db vacuum: Recreate savegame to minimize disk space /db prune [threshold] confirm: Deletes chunk columns where there are less than [threshold] player edits (direct block placements/breakings by a player) since 1.18.0 - note that this also allows the game engine to refresh (re-generate) the world with latest version worldgen in all these areas A full compact process looks like this: /wgen autogen 0 (disable generation of chunks) /db prune 5 confirm (delete all chunks with less than 5 edits) /db vacuum (compact database) Feature: All Treasure chests have now more valuable loot in them Feature: More streamlined introduction into the game's mechanics (WIP). Instead of a dialog about the Handbook overlaid when the game first starts, now when launching the game for the first time, the player can select their character and 15 seconds after selection a small HUD element will appear on the left side offering help - this will open an Introduction dialog with links to the Handbook and the tutorial. Feature: Added a stack randomizer for all Jonas items Tweak: Can now shift+left click armor and wearables into the character inventory Tweak: Show appreciation where it's due: new petseraph animation (untested) Tweak: Entities standing on a rotating Quern now rotate as well Tweak: Added tarnished steel beams Tweak: Added visual hints that the Library resonator (in the Resonance Archives) is interactable Tweak: World info hover box now only shows the differences from the default configuration Tweak: Game text fine tuning Fixed: Liquid containers showing only first decimal place and thus rounding the value Tweak: Removed the '(Experimental)' suffix to large world sizes. The game engine is now stable enough for large sizes. Tweak: More immersive "claimed by" error messaging, especially when in the Resonance Archives (simply reworded) Tweak: Renamed 3 blocks: Crimson King maple=>Crimson maple, Green Spire cypress=>Mediterranean cypress, Stone bricks =>Ashlar blocks Tweak: Oiled hides mention a bit more on how curing them works Tweak: When the main menu offers to download a new update, the Confirm Update screen now has a link to the devlog entry Tweak: Multiplayer server screens: don't show the server password in clear text Fixed: A 'claimed' error message appearing when igniting the coal pile in the Resonance Archives generator room Tweak: Audio fine tuning Improved soundscape for glider gliding and Creative-mode flying Over 200 sound files have been fine tuned for quality by reducing noise, eliminating popping sounds and more The Resonator Music is now affected by the music slider, instead of the ambient slider New eating sound for large animals Handbook tweaks Tweak: Handbook search now ignores diacritics in the search text (and the same change for searching the Creative inventory) Tweak: Now also displays if an item can be obtained by harvesting a creature Tweak: Handbook entry for alum gives some details of where to find it Tweak: Jonas generator room equipment, and Gasifier, removed from the Handbook Tweak: Lamellar armor has the word 'armor' added to the name, so that it shows up in a search for "armor" Tweak: Added "Mechanical power part" description to mechanical power blocks to make them more easily findable in the Creative inventory and the Handbook Tweak: Improved command help Add client-side .help command Improved formatting of the help output in chat Additional command tweaks: Added ability to individually enable world maps (in games where the map is normally disabled) using /player playername grant allowMap Added commands .debug plrattr [path] and /entity cmd [selector] attr [path] to read player/entity attributes. Might help us narrow down the cause of "Dave" running during broad daylight and blood rain seen outside times of temporal instability In the /entity command, added a new "id" entity selector, e.g. /entity remove e[id=1234] Tweak: Log login failure messages to client-debug.txt (rarely, a player cannot connect to the auth servers at all), improve the feedback messages in-game Tweak: Reduced default SpawnCapPlayerScaling from 0.75 to 0.5, as multiplayer servers with a large player count got completely flooded with drifters Tweak: When privilege allowcharselonce was not granted, show the player an error message instead of opening the dialog to reduce confusion Tweak: Removed unused workbench block from game Tweak: Don't show < > buttons on books with only 1 page Fixed: Pixelated background on the Download Mods screen Tweak: Can no longer remove bot gear in Survival mode, now requires Creative mode Tweak: Allow corrupted savegames to repair broken MapRegions in repair mode Tweak: Added experimental feature to slightly speed up world startup, available only in the Developer settings tab Tweak: Added "Macro Editor" button to the Controls settings tab Tweak: Added --withConfig server startup arg. Allows one to override any serverconfig.json values at runtime Fixed: Butterflies now manage to fly away eventually after getting stuck in water Fixed: Reduce cases of endlessly jumpy dropped items Fixed: Should now properly sync edge sitting animations on players Fixed: Player body pitched awkwardly after landing with a glider Fixed: Unable to complete the Resonance Archives while in immersive first person mode Fixed: When a candle is placed on top of a fence it will only spawn one candle in the center Fixed: Gates sometimes missing collision and selection box [detail: when a gate was placed and a second one was added to the left the right one was missing the multiblock parts and had no collision except for the bottom right block] Fixed: Glider also functioning if inside a backpack (thanks korobya) Fixed: Some trader carts did not fully generate Fixed: Should fix watered farmland not updating for other players Fixed: Multiple issues with block breaking overlay in tallgrass, leaves and vines Fixed: GUI alignment issues when references to hotkeys are mixed in with other text Fixed: Folders with spaces could not be opened (e.g. via "Open Mods Folder" button) Fixed: The Controls settings tab and the Macro Manager now show the key for the currently set keyboard layout, instead of always assuming a US keyboard Fixed: /moddb search also returned non mods, and if no version is specified now installs the latest version instead of the oldest Fixed: .charsel command leaving changed class on the client side if the player did not have permission to change it in the first place Fixed: Some lore discoveries activating the gong and discovery center screen text, although they were already discovered Fixed: Incorrect position matching in the /entity command selector (e.g. in /entity remove e[minX=3, minY=0, minZ=3, maxX=4, maxY=2, maxZ=4]) Fixed: Running server with --standby argument crashes if serverconfig.json does not exist Fixed: --port arg not applying to master server advertising Fixed: On some systems (MacOS) the sky would load color inverted (red) [Technical detail: this now ensures we load all images as Bgra8888 since that's what we send our texture pixels as to the GPU] Fixed: Linux Wayland freezing on start up issue Vintagehosting Feature: Added ability to delete the complete hosting setup, improved logging Feature: Show the server logs from your Vintagehosting server (last 200 lines of server-main.txt) Fixed: Timeout issues when changing server version Fixed: Made it easier for players to test world seeds locally first before using them on Vintagehosting (add 384k world size option and VS hosting servers will now default to 384k x 384k world size) (Internal: Significant progress towards Vintagehosting mod support) Mod API Feature: Mini Dimensions initial support. For technical details see movchunks public notes.txt Feature: Support for connected textures for drawType: "Cube" blocks (see "tiling cobblestone test" block in creative mode, and blocktypes/meta/tilingcobble.json) Feature: Eliminated all texture atlas limitations, i.e. mods that add a lot of blocks no longer have glitched graphics Feature: Added Block randomizer. Creative mode configurable block that, when created during worldgen as part of a schematic can randomly turn into one of 10 blocks. Using meta-filler block as input for the randomizer block now forces air blocks at that location Feature: Chiseled blocks should now support worldgen blocklayer replacement when using the new meta-blocklayer block as placeholder material Feature: Wearable gear animations support. Models configured with a step parent and backdrop shape can now be animated in VSMC Feature: Added a somewhat more Blender-compatible animations mode (via version:1 attribute for each animation) Feature: Randomizer block and microblocks now respect worldgen schematic replace block properties to conform to local rock types if they are made of granite Tweak: Loot vessel drops no longer hardcoded but configurable in the block type json file Tweak: Can use stack randomizers to get resolved when used as a mob drop Tweak: Allow shipping of .dll files inside a mod's native/ folder Tweak: Game now logs a warning if the obsolete Collectible GrindedStack property is set Tweak: Added api.Event.OnEntityLoaded event Tweak: Disallow registering of recipes in-code at a launch phase that would cause random crashes Tweak: Added Δx/y/z fields to the block selection editor (.bsedit) to move selections around Tweak: Game will now print a warning on duplicate animation codes Tweak: Avoid game crashing from improperly configured liquid containers Tweak: Can now define player bot inventory via inventory:{} object in the entity type json file: [....] eyeHeight: 1.7, attributes: { inventory: [ { type: "item", code: "blade-blackguard-iron" }, { type: "item", code: "armor-body-improvised-wood" } ], [...] Tweak: Added "ServerIdentifier" GUID to serverconfig.json Tweak: BlockPos now includes a dimension field as well as x, y, z values, see documentation for Mini Dimensions Tweak: In IBlockAccessor, position-based methods with BlockPos parameters should be used where possible in place of x, y, z parameters, for future dimension compatibility Tweak: Include OpenTK.Audio.OpenAL.dll and OpenTK.Mathematics.dll in server builds since native libs are already there Refactor: Collectible.OnBeforeRender(): The passed ItemRenderInfo.ModelRef property has a changed type MeshRef=>MultiTextureMeshRef. Instead of calling api.Render.UploadMesh() you now need to call api.Render.UploadMultiTextureMesh() to acquire this new type. To manually render such meshref, use api.Render.RenderMultiTextureMesh() Refactor: Renamed Block.PriorityInteract to PlacedPriorityInteract. Added Collectible.HeldPriorityInteract Refactor: IRenderAPI.GetItemStackRenderInfo new argument: dt Refactor: Method BlockEntity.OnPlacementBySchematic() has now 2 more arguments for the rocktype info Refactor: Fox entity types now in one file instead of six. Refactor: entity.AnimManager.HeadController and entity.AnimManager.Animator might now be null for a few frames during startup. You might need to null check these Refactor: InventoryBase.GetBestSuitedSlot() has a new argument ItemStackMoveOperation op = null Refactor: Split method CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo() into multiple smaller ones Removed: Disabled gltf test object, gltf loading broken due to multi-atlas change (scream in #gamedev if you need this, lel) Fixed: IServerAPI.ServerIp property crashing on dedicated servers Fixed: tree.GetAsBool() return wrong value for bool attributes :facepalm: Fixed: Call to unload chunks did not trigger UnloadChunk event Fixed: GetPlayersAround() horizontal range search only searched in a range of sqrt(range) Fixed: MaxAnimatedElements setting not set to 46 (was 36) Fixed: Modded sky.png not getting loaded Fixed: Clutter block crashing game if a texture was missing, now prints an error Fixed: "Companions" section of entity spawning not behaving as one would expect. Originally had only and 80% chance of spawning the main entity and then 80% chance of spawning one of the companion codes. Now the main entity is always spawned first, and every subsequent entity is selected from the companions list. Also the spawner had an hidden bias towards preferring spawning baby creatures due to their smaller hitbox Fixed: When on IServerPlayer.Disconnect() is called it would crash the client Fixed: Multiple instance detection by using a named mutex (since net7) Fixed: CollectibleBehavior.OnHeldAttack* methods where not getting called View full record
  6. Dear Extraordinary Survivalists v1.18.14/15, a stable release, can now be downloaded in the client area. [Edit:] Also released 1.18.15 to fix the game crashing from carving pumpkins. Throughout the month of October you can use your chisel to make Jack'O'Lanterns! As announced some time ago on Discord, the entire VS team will be meeting for the first time in London next week! That means, we might be a bit slow processing support tickets from 12th to 15th of October. But also, if you are in the London area, you can come say hello IRL on October 13th, 2.00 to 3.00 pm, we will gather on east side of Royal Victoria Square! This is adjacent to the ExCeL exhibition centre in London Docklands area, the location of the gaming industry show, EGX. In the morning on this day we will also be hanging around EGX ourselves! In other news, there is a rather significant performance and memory leak in a 1.18 dedicated server due to its nature to slowly accumulate the load over time, this 1.18.14 release fixes this. The next major update - 1.19 - is progressing nicely! There are already over 150 individual changes, tweaks and fixes. You can expect to see a preview version (i.e. 1.19.0-pre.1) this month still. Secret attic research room by anyanana, shared on discord Game updates Fixed: Liquid contents in buckets invisible Fixed: Slow but accumulating RAM and performance leak on dedicated servers, which required daily restarts to prevent overload on Linux View full record
  7. Dear Extraordinary Survivalists v1.18.14/15, a stable release, can now be downloaded in the client area. [Edit:] Also released 1.18.15 to fix the game crashing from carving pumpkins. Throughout the month of October you can use your chisel to make Jack'O'Lanterns! As announced some time ago on Discord, the entire VS team will be meeting for the first time in London next week! That means, we might be a bit slow processing support tickets from 12th to 15th of October. But also, if you are in the London area, you can come say hello IRL on October 13th, 2.00 to 3.00 pm, we will gather on east side of Royal Victoria Square! This is adjacent to the ExCeL exhibition centre in London Docklands area, the location of the gaming industry show, EGX. In the morning on this day we will also be hanging around EGX ourselves! In other news, there is a rather significant performance and memory leak in a 1.18 dedicated server due to its nature to slowly accumulate the load over time, this 1.18.14 release fixes this. The next major update - 1.19 - is progressing nicely! There are already over 150 individual changes, tweaks and fixes. You can expect to see a preview version (i.e. 1.19.0-pre.1) this month still. Secret attic research room by anyanana, shared on discord Game updates Fixed: Liquid contents in buckets invisible Fixed: Slow but accumulating RAM and performance leak on dedicated servers, which required daily restarts to prevent overload on Linux
  8. Eh yea, thats not intended. Will be fixed in 1.19
  9. Uh, no idea how we've missed this for 4 months but advocating for piracy in any form on here is not appropriate. The games purchasing and refund options are sufficient. Low income countries is simply something we cannot serve properly at this point in time.
  10. no, this is part of the 1.19 update
  11. Dear Extraordinary Survivalists v1.18.11/12/13, a stable release, can now be downloaded in the client area. In one of the recent updates we seem to have broken the Windows auto-updater. This version fixes this, but you still will need to update to 1.18.11 manually through the client area. It also fixes a large memory leak in single player when you leave and reopen worlds without restarting the game. [Edit:] Also released 1.18.12 to fix a missing translation entry and also add a new "Direct Mouse Mode" settings for those with mouse speed issues. Also the Windows installer no longer requires admin privileges. [Edit:] Also released 1.18.13 to fix 2 bugs with the Windows installer Screenshot by Jet, shared in #screenshots on Discord Game updates Feature: New "Direct Mouse Mode" setting in the mouse settings, off by default. Switch it on for 1:1 mouse mapping which should by-pass any OS mouse acceleration and speed settings. The effects will vary from system to system depending on how your mouse is set up in your OS for non-gaming use. Fixed: The in-game auto-update from game version 1.18.9 was becoming stuck on Windows Fixed: Very large memory leak when leaving and reopening single player worlds without restarting the game Fixed: Wooden club and spear link not clickable in the Starter Guide Fixed: Creature "Dave" always visible on max view distance and leg movement not in sync Fixed: Removed "experimental voice" hover text in the Create Character dialog, as these voices are no longer experimental!
  12. Dear Extraordinary Survivalists v1.18.11/12/13, a stable release, can now be downloaded in the client area. In one of the recent updates we seem to have broken the Windows auto-updater. This version fixes this, but you still will need to update to 1.18.11 manually through the client area. It also fixes a large memory leak in single player when you leave and reopen worlds without restarting the game. [Edit:] Also released 1.18.12 to fix a missing translation entry and also add a new "Direct Mouse Mode" settings for those with mouse speed issues. Also the Windows installer no longer requires admin privileges. [Edit:] Also released 1.18.13 to fix 2 bugs with the Windows installer Screenshot by Jet, shared in #screenshots on Discord Game updates Feature: New "Direct Mouse Mode" setting in the mouse settings, off by default. Switch it on for 1:1 mouse mapping which should by-pass any OS mouse acceleration and speed settings. The effects will vary from system to system depending on how your mouse is set up in your OS for non-gaming use. Fixed: The in-game auto-update from game version 1.18.9 was becoming stuck on Windows Fixed: Very large memory leak when leaving and reopening single player worlds without restarting the game Fixed: Wooden club and spear link not clickable in the Starter Guide Fixed: Creature "Dave" always visible on max view distance and leg movement not in sync Fixed: Removed "experimental voice" hover text in the Create Character dialog, as these voices are no longer experimental! View full record
  13. stand in the claimed area and try this command /land adminfreehere
  14. Yea, sorry, it seems we have broken the auto-updater, please manually download the update from the client area
  15. Dear Extraordinary Survivalists v1.18.9, a stable release, can now be downloaded through the account manager (section "Other Goodies"). [Edit:] Also released 1.18.10 to fix an issue with the installers and removed a untested fix. Screenshot by Galejro, shared in #screenshots on Discord Game updates New since 1.18.9-rc.1 Tweak: Minor held item info tweaks. (Removed Light absorption info, added clutter notice to clutter block) Fixed: Should fix a rare crash with lightning strikes in creative worlds Fixed: Support beam placement derp when used on chiseled blocks Fixed: Rafts sinking while moving (caused by the speed changes in 1.18.9-rc.1) Fixed: All liquids in container no longer halftransparent Fixed: Not able to read current value via /worldconfig if its one created via /worldconfigcreate Feature: Game servers can now be launched in standby mode (via command line argument -s). In this mode the server is ready to accept connections from clients, but has not launched yet. As soon as the first connection attempt is made, full server launch commences. This allows server owners to launch servers with very low RAM usage until the first player connects - tests show a 20-fold reduction in RAM usage (557 MB -> 25 MB). This can be used in conjunction with the "Players last online" counter of the /stats command to auto-shutdown idle servers and restart them in standby mode. During standby mode, only the commands /stop and /stats are available. Feature: Added new world config to define the despawn time of items dropped on death - only affects those dropped on death, not other dropped items. Can also use /worldconfig droppedItemsTimer command and specifying the time in seconds Tweak: Increased raft speed by 33% Tweak: Windows Installer: Add option to install .NET 7.0 (if not already present) Fixed: Pies in water crashing the game (#3041, thanks Dmitry221060) Fixed: More farmland moisture level oddities Fixed: Weird visual artifacts in the foliage tinting during certain times of year Fixed: --port arg not applying to master server advertising Fixed: Massive lag spikes when loading or searching in the public servers list Fixed: Rare game crash due to a 3rd party dependency not installed on the system (#3028) Fixed: Other players crashing when a player cancels during world load (thanks Dmitry221060) Fixed: Rare crashes on Ubuntu v22.04 (including crashes for clients, if the server was running that version of Linux) #2999, #3009, thanks to all who investigated the issues
  16. Dear Extraordinary Survivalists v1.18.9, a stable release, can now be downloaded through the account manager (section "Other Goodies"). [Edit:] Also released 1.18.10 to fix an issue with the installers and removed a untested fix. Screenshot by Galejro, shared in #screenshots on Discord Game updates New since 1.18.9-rc.1 Tweak: Minor held item info tweaks. (Removed Light absorption info, added clutter notice to clutter block) Fixed: Should fix a rare crash with lightning strikes in creative worlds Fixed: Support beam placement derp when used on chiseled blocks Fixed: Rafts sinking while moving (caused by the speed changes in 1.18.9-rc.1) Fixed: All liquids in container no longer halftransparent Fixed: Not able to read current value via /worldconfig if its one created via /worldconfigcreate Feature: Game servers can now be launched in standby mode (via command line argument -s). In this mode the server is ready to accept connections from clients, but has not launched yet. As soon as the first connection attempt is made, full server launch commences. This allows server owners to launch servers with very low RAM usage until the first player connects - tests show a 20-fold reduction in RAM usage (557 MB -> 25 MB). This can be used in conjunction with the "Players last online" counter of the /stats command to auto-shutdown idle servers and restart them in standby mode. During standby mode, only the commands /stop and /stats are available. Feature: Added new world config to define the despawn time of items dropped on death - only affects those dropped on death, not other dropped items. Can also use /worldconfig droppedItemsTimer command and specifying the time in seconds Tweak: Increased raft speed by 33% Tweak: Windows Installer: Add option to install .NET 7.0 (if not already present) Fixed: Pies in water crashing the game (#3041, thanks Dmitry221060) Fixed: More farmland moisture level oddities Fixed: Weird visual artifacts in the foliage tinting during certain times of year Fixed: --port arg not applying to master server advertising Fixed: Massive lag spikes when loading or searching in the public servers list Fixed: Rare game crash due to a 3rd party dependency not installed on the system (#3028) Fixed: Other players crashing when a player cancels during world load (thanks Dmitry221060) Fixed: Rare crashes on Ubuntu v22.04 (including crashes for clients, if the server was running that version of Linux) #2999, #3009, thanks to all who investigated the issues View full record
  17. Dear Extraordinary Survivalists v1.18.9-rc.1, a unstable release, can now be downloaded through the account manager (section "Other Goodies"). Work on v1.19 is underway! It will likely be a smaller update than usual, but also completed sooner than usual. In the mean time, there are more important changes that we would like to release as part of 1.18 still. Functional silos by ElvisAlligator, shared in #screenshots on Discord Game updates Feature: Game servers can now be launched in standby mode (via command line argument -s). In this mode the server is ready to accept connections from clients, but has not launched yet. As soon as the first connection attempt is made, full server launch commences. This allows server owners to launch servers with very low RAM usage until the first player connects - tests show a 20-fold reduction in RAM usage (557 MB -> 25 MB). This can be used in conjunction with the "Players last online" counter of the /stats command to auto-shutdown idle servers and restart them in standby mode. During standby mode, only the commands /stop and /stats are available. Feature: Added new world config to define the despawn time of items dropped on death - only affects those dropped on death, not other dropped items. Can also use /worldconfig droppedItemsTimer command and specifying the time in seconds Tweak: Increased raft speed by 33% Tweak: Windows Installer: Add option to install .NET 7.0 (if not already present) Fixed: Pies in water crashing the game (#3041, thanks Dmitry221060) Fixed: More farmland moisture level oddities Fixed: Weird visual artifacts in the foliage tinting during certain times of year Fixed: --port arg not applying to master server advertising Fixed: Massive lag spikes when loading or searching in the public servers list Fixed: Rare game crash due to a 3rd party dependency not installed on the system (#3028) Fixed: Other players crashing when a player cancels during world load (thanks Dmitry221060) Fixed: Rare crashes on Ubuntu v22.04 (including crashes for clients, if the server was running that version of Linux) #2999, #3009, thanks to all who investigated the issue
  18. Dear Extraordinary Survivalists v1.18.9-rc.1, a unstable release, can now be downloaded through the account manager (section "Other Goodies"). Work on v1.19 is underway! It will likely be a smaller update than usual, but also completed sooner than usual. In the mean time, there are more important changes that we would like to release as part of 1.18 still. Functional silos by ElvisAlligator, shared in #screenshots on Discord Game updates Feature: Game servers can now be launched in standby mode (via command line argument -s). In this mode the server is ready to accept connections from clients, but has not launched yet. As soon as the first connection attempt is made, full server launch commences. This allows server owners to launch servers with very low RAM usage until the first player connects - tests show a 20-fold reduction in RAM usage (557 MB -> 25 MB). This can be used in conjunction with the "Players last online" counter of the /stats command to auto-shutdown idle servers and restart them in standby mode. During standby mode, only the commands /stop and /stats are available. Feature: Added new world config to define the despawn time of items dropped on death - only affects those dropped on death, not other dropped items. Can also use /worldconfig droppedItemsTimer command and specifying the time in seconds Tweak: Increased raft speed by 33% Tweak: Windows Installer: Add option to install .NET 7.0 (if not already present) Fixed: Pies in water crashing the game (#3041, thanks Dmitry221060) Fixed: More farmland moisture level oddities Fixed: Weird visual artifacts in the foliage tinting during certain times of year Fixed: --port arg not applying to master server advertising Fixed: Massive lag spikes when loading or searching in the public servers list Fixed: Rare game crash due to a 3rd party dependency not installed on the system (#3028) Fixed: Other players crashing when a player cancels during world load (thanks Dmitry221060) Fixed: Rare crashes on Ubuntu v22.04 (including crashes for clients, if the server was running that version of Linux) #2999, #3009, thanks to all who investigated the issue View full record
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  19. We will likely re-add support for ARM within a year or so
  20. Dear Extraordinary Survivalists v1.18.8, a stable release, can now be downloaded through the account manager (section "Other Goodies"). As mentioned in the previous devlog post we are migrating from the .net4 to the .net7 framework. It was a half year long parallel project that is now finally ready. Thank you to everyone who tested our net7 testing releases, that was immensely helpful! Screenshot by ElvisAlligator, shared in #screenshots on Discord Game updates (compared to 1.18.7) Changes in 1.18.8.rc.1 Feature: VS now runs under the .net7 framework, improving overall performance Feature: added option to set the window to be always on top (useful for multi-monitor setups with the net7 versions of the game) Tweak: server.sh for Linux servers: Fixed check for requirements and use the net7 dotnet binary to not require DOTNET_ROOT to be set to start the server Fixed: RiftWard stuck in off state when turned off and the world was reloaded (thanks Eugene [Discord] and korobya [PR #21]) Changes since 1.18.8-rc.1 Fixed: Able to refuel the terminus teleporter by breaking and placing it (thanks korobya) Fixed: Able to freely transport boiling water from hotsprings. Will now turn into normal water instead. Fixed: Should fix water not rendering on AMD cards with dynamic shadows disabled View full record
  21. Dear Extraordinary Survivalists v1.18.8, a stable release, can now be downloaded through the account manager (section "Other Goodies"). As mentioned in the previous devlog post we are migrating from the .net4 to the .net7 framework. It was a half year long parallel project that is now finally ready. Thank you to everyone who tested our net7 testing releases, that was immensely helpful! Screenshot by ElvisAlligator, shared in #screenshots on Discord Game updates (compared to 1.18.7) Changes in 1.18.8.rc.1 Feature: VS now runs under the .net7 framework, improving overall performance Feature: added option to set the window to be always on top (useful for multi-monitor setups with the net7 versions of the game) Tweak: server.sh for Linux servers: Fixed check for requirements and use the net7 dotnet binary to not require DOTNET_ROOT to be set to start the server Fixed: RiftWard stuck in off state when turned off and the world was reloaded (thanks Eugene [Discord] and korobya [PR #21]) Changes since 1.18.8-rc.1 Fixed: Able to refuel the terminus teleporter by breaking and placing it (thanks korobya) Fixed: Able to freely transport boiling water from hotsprings. Will now turn into normal water instead. Fixed: Should fix water not rendering on AMD cards with dynamic shadows disabled
  22. Dear Extraordinary Survivalists v1.18.8-rc.1, an unstable release, can now be downloaded through the account manager (section "Other Goodies"). As mentioned in the previous devlog we've decided to push forward the .net7 migration of our game. To recap, .net (also written .NET but we think lowercase looks nicer!) is the software framework that we use to create the game and its latest incarnation, .net7, brings wide ranging performance optimizations that we are looking to capitalize on. This update 1.18.8 is functionally nearly identical to game version 1.18.7 except we have upgraded from net4 to net7. Players running this have been reporting large performance boosts... Note that it may require a download of the latest .net from Microsoft (https://dotnet.microsoft.com/en-us/download/dotnet/7.0) if you do not have that already. Vintagehosting (our server hosting service) does not yet support 1.18.8 but we hope to get that ready in a day or two. Vintagehosting support for 1.18.8 is also in testing phase. If you run into issues please downgrade to 1.18.7. This .net7 project had its roots in a proof-of-concept made in a couple of days by some of our community members. One of them now works for Anego Studios overseeing the net7 migration! I estimate it took us roughly 450 man hours to fully support it. One software library the modding community depended on wasn't even available for net7 until late this spring. As always, the devil is in the detail You would not believe how many issues we ran into when preparing this for public release. Glad to have this mostly complete now - let's squeeze out every last bit of performance from this engine! Screenshot by -=Kai=- (Conquest of Blocks), shared in #screenshots on Discord Game updates Feature: VS now runs under the .net7 framework, improving overall performance Feature: added option to set the window to be always on top (useful for multi-monitor setups with the net7 versions of the game) Tweak: server.sh for Linux servers: Fixed check for requirements and use the net7 dotnet binary to not require DOTNET_ROOT to be set to start the server Fixed: RiftWard stuck in off state when turned off and the world was reloaded (thanks Eugene [Discord] and korobya [PR #21])
  23. Dear Extraordinary Survivalists v1.18.8-rc.1, an unstable release, can now be downloaded through the account manager (section "Other Goodies"). As mentioned in the previous devlog we've decided to push forward the .net7 migration of our game. To recap, .net (also written .NET but we think lowercase looks nicer!) is the software framework that we use to create the game and its latest incarnation, .net7, brings wide ranging performance optimizations that we are looking to capitalize on. This update 1.18.8 is functionally nearly identical to game version 1.18.7 except we have upgraded from net4 to net7. Players running this have been reporting large performance boosts... Note that it may require a download of the latest .net from Microsoft (https://dotnet.microsoft.com/en-us/download/dotnet/7.0) if you do not have that already. Vintagehosting (our server hosting service) does not yet support 1.18.8 but we hope to get that ready in a day or two. Vintagehosting support for 1.18.8 is also in testing phase. If you run into issues please downgrade to 1.18.7. This .net7 project had its roots in a proof-of-concept made in a couple of days by some of our community members. One of them now works for Anego Studios overseeing the net7 migration! I estimate it took us roughly 450 man hours to fully support it. One software library the modding community depended on wasn't even available for net7 until late this spring. As always, the devil is in the detail You would not believe how many issues we ran into when preparing this for public release. Glad to have this mostly complete now - let's squeeze out every last bit of performance from this engine! Screenshot by -=Kai=- (Conquest of Blocks), shared in #screenshots on Discord Game updates Feature: VS now runs under the .net7 framework, improving overall performance Feature: added option to set the window to be always on top (useful for multi-monitor setups with the net7 versions of the game) Tweak: server.sh for Linux servers: Fixed check for requirements and use the net7 dotnet binary to not require DOTNET_ROOT to be set to start the server Fixed: RiftWard stuck in off state when turned off and the world was reloaded (thanks Eugene [Discord] and korobya [PR #21]) View full record
  24. We'll try to do 1.18.8-rc.1 as full switchover to net7 this week still, maybe even today
  25. Dear Extraordinary Survivalists v1.18.7, a stable release, can now be downloaded through the account manager (section "Other Goodies"). This update contains a number of high priority fixes that make another 1.18 release worthwhile. Anego Studios Status update After the hectic release of 1.18 most off us went off the gas pedal, took some time off to recharge and enjoy the summer days. Most of the team has now returned from their holidays and activity is picking up again. As for me personally, there are a number of loose ends that I need to tie up before I can fully focus on actual game content again. I started on some updates on our model creator so that our artists can work to the best of their abilities, as well as some improvements to our world edit commands for Elvas, our builder. At the same time th3Dilli is finishing up the .net7 version of the game and so we are looking into perhaps making the plunge to .net7 as a minor update to 1.18. The release is however tightly coupled to also supporting .net7 on our Vintagehosting servers which is now in testing phase, while (again) at the same time we are in the final phases having principal mod support for Vintagehosting, which also requires a couple of updates on the game client for convenient mod management. On another front I am currently attempting to delegate more work that I have been doing so far, which is also a time intensive process. The first step in that direction was to promote Vallen to community manager and disabling my direct messages on discord, as about 50% of all DMs were things that can be handled via support tickets. I'm also looking into handing over development of Vintagehosting as well as a potential rewrite of the model creator. Redram has been churning out some very interesting mechanical power and animal models, but we don't know yet into which release those will go. Radfast has embarked on a grand journey deep into the game engine code, possibly never to be seen again . Should he re-emerge on the other side then the game engine will have an epic new feature that I shall not disclose for now Elvas is currently doing a full rework on our existing surface ruins, but I also cannot tell when that will make it into the game - soon or later for sure The next story event is in planning phase as well, I personally hope we can prepare some of it already as part of the 1.19 update - we still need to figure out what to prioritize, as we already have a gigantic list of things we would want to address as part of a dejank update. And lastly, most of the team, including myself, will meet for the first time in real life in London this October. We'll also take a peek at the EGX Event that happens around that time, and we'll likely also invite every one of you to come say hello. More information on that later. While taking quite some time organize, I believe it will greatly benefit us in the long term. In short, lots of things happening! Screenshot by Ave_Maria, shared in #screenshots on Discord Game updates Tweak: Can now eat honey comb directly Tweak: Added logging to identify issue with missing textures on toolracks Tweak: Show all processes on Linux and Mac too with /debug threadpoolstate Fixed: Completely broken visuals on some items stored on the ground, such as shoes Fixed: Block ticking not working at all in some cases in large worlds Fixed: Do not spawn massive amounts of threads during worldgen on CPUs with high core count. Should fix high cpu usage on CPUs with 20+ cores (and my game servers running at the same time) Fixed: .reload textures command not working and producing invisible chunks on redraw Fixed: Farmland had incorrect moisture level calculation from rainfall (thanks Amzd!) Fixed: Game server freezing completely on certain chunks from old savegames Fixed: Landform scale world config missing translation entries and using wrong default values Fixed: Able to build a coke oven from any material Fixed: Copying positions to clipboard should be disallowed if allowCoordinateHud is off and not with allowMap being off Fixed: /time add command result message only returning invalid language key Fixed: Coal burning only in layers (2 items) instead of per single coal Fixed: When only one coal was left in a coal pile you could not pick it up Fixed: .charsel leaving changed class on the client side if the player did not have permission to change it in the first place View full record
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