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Tyron

VS Team (Lead)
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  1. Would be great, but creating a new trailer takes 2-3 months. Not enough new content yet to justify spending this much time on it.
  2. Dear Extraordinary Survivalists v1.20.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies"). Our main effort went into advancing the game's story which continues right where we have left off in 1.18 - The Resonance Archives. As mentioned in previous posts once 1.20 is finished you will be able to explore 4 unique story locations, with new game defining mechanics to boot! As the devlog title already reveals, the second story chapter still needs to cook a little longer, but we are optimistic that we can still complete it this year. Most of the lore-related game mechanics and assets are in the game, but currently disabled from appearing in-world. Once the second story experience can be played through fully without major hitches we will be enabling all lore content. As always, the primary goal of these preview releases is to give modders plenty of time to read and understand the API changes as well as address the myriad of bug reports we usually get from our very helpful early testers in our community. We continue our tradition of challenging the status quo of what this game engine can do - this time by adding support for mountable creatures and vehicles. You will be able to kit out your brand new trusty elk and sailboats in various ways using precise and intuitive controls. All this is programmed in ways that is very easy for modders to add their own mounts and upgrades. All in all we feel confident this will re-define how you will travel in the world of Vintage Story. New or Updated Engine Tech Server side physics: Gone are the days of bouncy items. All physics simulation (except the player) is now entirely server side and sent over the network using UDP - a quicker method of transferring data. This should bring the benefit of smoother motion of other players, creatures and projectiles - in Singleplayer as well as Multiplayer - as well as reduced CPU usage on the client, especially in situations where there are lots of dropped items. Entity Part targeting: Using a new entity behavior, individual parts of an entity can now be targeted and interacted with. This allows for much more intuitive interactions with creatures and other non-block entities. Entity Multi-Box Physics: Using a new optional physics behavior, entities can now have multiple collision boxes. This is used for the new sailboat so it does not clip into blocks. It also opens the door for improved physics on creatures that are long and thin, such as deer. Entity Attachable System: Can now, through the use of JSON code alone, create an entity to which blocks and items can be attached to. The attached blocks can in turn also implement custom behaviors (in C#) for when they are interacted with while attached on an entity, for example opening a bag that is mounted on a horse. Entity Animation Cap Upgrade: An entity used to be limited to 46 boxes that can be animated at the same time, this limit is now raised to up to 1000 World Dimensions: We have continued working on our dimensions system. More info on this still to come. Dynamic rope system: Still a work in progress, but maybe just about stable enough for full integration. Modding conveniences: Block, Item and Entity json files can now use file inheritance, to save on config duplication. Additionally for Entities, their behavior configuration can now be defined only once instead of once per client and server. Several improvements were also made on the ModMaker.exe Please note 1. This first preview release is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, possible performance issues and crashes. The lore content will also not spawn right now. 2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on info.vintagestory.at and not on this blog. As usual, a new v1.20 blog post will then come when the first full release candidate (rc.1) is ready 3. If testing 1.20 on an old world from 1.19 or earlier, we strongly recommend making a backup copy before loading the world in 1.20. 4. We do not recommend starting a new permanent world with 1.20-pre.1. Some of the pre-releases might still break things. A world created in pre.1 or older will not automatically generate all of the new story content which we anticipate including. Therefore we recommend make a new test world for your 1.20-pre.1 adventures 5. In general it is a good idea to disable all your previously installed mods, when testing 1.20-pre.1. Until the mods have had a chance to update for 1.20, games with older mods installed will have a strong chance of producing issues or crashes. Still planned for rc.1 Completion of all the lore content. More ocean content. Hopefully proper wind affected steering of the sailboat. Finish up various other incomplete features with the sailboat and Elk. Properly document all the world edit changes. Work on all the other unfinished parts of the update. 2-Factor Auth for the game client. Gifs/Screenshots Mount system: Rideable Elk and Sailboat Sailboat construction system Upgraded Raft: now has stowage for the oar and can carry a basket Ocean Content: Visual upgrade - murky shader and opaque oceans Ocean and Lake Content: Many more underwater plants Ocean Content: Saltwater Coral reefs (WIP) Reworked wolf model and animations Bricks overhaul. 130+ new variants of brick blocks The beehive kiln: A new system of baking bricks The most common hot items are now held correctly with the tongs Hot ground stored items are now also incandescent and shading of held ones is improved. Added insect life New high tier carriable bags: Sturdy leather backpack and Sturdy mining bag. Made from end game materials. Two new types of bombs The Moon moving over the Sun will now produce actual Eclipses Hot molds will shatter if exposed to water The 100+ world configs are now much better organized through the use of Tabs Smooth edges for quad particles, creating less jarring visual artifacts and more satisfying explosions Trapdoors are now woodtyped, come in 2 variants each and animated like the door. For modders and future game content (hinthint): Entity Activity System with ingame Editor. Lava and Boiling water now kills nearby grass More beams for creative mode players - shingled roof, ropes of various thicknesses and chains All Game updates Feature: Animal Riding system. First Mount: The Elk Uses a brand new interaction system that allows one to target individual parts of a creature For now, purchaseable at the treasure hunter once you have handed in the tinbronze pickaxe Can be kitted out with additional storage options and be used like a tool rack for various items If mortally wounded, will enter a mortally wounded state where players can still rescue the animal using poultices. If left untreated, will die after 24 ingame hours. Can ride without holding down a button, using a bridle built for long distance travel Feature: The sailboat A much larger watercraft compared to the Raft currently in the game Uses brand new physics for the correct simulation of non-square creatures and entities Allows for mass-transport of goods, players and creatures. It comes with 8 slots where players can either put chests, crates, seats or creatures through fence posts. Can allow up to 10 players to travel on water The elk can be placed on the sailboat by attaching a rope to an elk, and then attaching the rope to a fence post that has been placed on the sailboat Is not carryable, it must be built step-by-step near water Feature: Upgraded Raft They now have stowage space for the oars and one basket Feature: The bricks and brick firing overhaul Added behive kiln: Allows you to fire up to 27 full blocks worth of clay wares at once. Allows you to fire bricks in 4 different colors by adjusting the level of ventilation the kiln receives Added red clay deposits, and item. Red clay is now the most common clay deposit. Blue clay no longer spawns at higher altitudes. Fire clay is now only found below coal deposits or crafted from blue clay and flint. Added a huge amount of variety of bricks with different sizes, patterns and colors Peat piles and firewood piles can now be ignited like coal piles, which can now be used to fire the new beehive kiln Experimental Feature: Ropes/Leashes, Attempt #2 This is a second attempt at getting it gameplay ready, it might get removed again! Rope allows you to pull domesticated animals. Simply right click them with rope in hands. You can right click on a fence pole or trees to attach the animal to the pole. A leashed animal can be placed on a sailboat, requires a pole to be placed on the boat first Can now lengthen/shorten rope with tool modes when holding rope in hand. Hard stretched ropes will now emit a sound, a overstretched rope will snap with sound and particles. Rope now visually attaches to animal necks and player hands. Fixed multiple issues related to rope Feature: 1 New Hostile Mob (+one more very soon): No more information on these for now. These are for you to discover. Feature: Insects! Tiny noisy particles that make the world feel more alive Added jumpy noisy grasshoppers. Only spawn inside plants during warm and dry days and only in some patches. Extra noisy cricket sounds during the summer months. Added very noisy cicadas to warmer areas Added swarms of mating gnats above wet area lakes Added uncommon coquis to jungle-type areas Added Water strider on water sources Feature: Tabbed customize world screen. Makes it alot easier to navigate through the myriad of world configs the game offers nowadays. Feature: Added solar eclipses. It was already the case that the moon moved right in front of the sun - now it also has an actual effect of darkening the world for a minute or two. Feature: Tool and ingot molds will now shatter when underwater, when watered with the watering can and during medium to strong rainfall. Will leave behind a shattered mold model and breaking it will yield 70-80% of metal bits worth of the original pour. Feature: Greatly improved Water visuals Feature: New render pass to visualize water murkiness. Water surface visual tuning Feature: Greatly mitigate the seafloor being visible at the edge of loaded chunks. This greatly improves the looks of Oceans Fixed fog visible inside lakes Should finally, finally also fix ugly noise pattern on water edge foam Feature: New Blocks (not survival craftable) Feature: Added 2x3 gate Feature: Added quad logs Feature: Added plaster washes, white and yellow variants Feature: Added 3 meter diameter wagon wheels. Existing short-axle wheels now placed from 'outside', rather than 'inside'. Feature: Added 'roof beams' which are short sections of roof using the beam mechanic, to allow for greater freeform placement (WIP) Tweak: Added Ruined torchholder model Feature: New Blocks (survival craftable) Tweak: Added four sets of ruins-only brick Feature: Added bamboo fences and gates. Added bamboo piles Feature: Added wooden roofing blocks Feature: Added half sized roofing blocks for all roof types, for cases where an entire block is too much Tweak: Added electrum lantern. Electrum can now be used in lantern lining Tweak: Added continuous smooth roof plane beams Tweak: Added 'ridge beams' for roofs. Meant to be used in peaks and valleys, and to cover 'loose ends' Feature: Added master sound slider to affect the volume of all ingame sounds Tweak: Gameplay balancing changes Feature: Added craftable sturdy leather backback and sturdy leather mining bag which requires the new sturdy leather to make, and holds two more slots than a normal mining bag Tweak: Standard mining bag buff from 10 slots to 12 slots Tweak: Farmland buff - now dries out after 96 hours, instead of 48 Tweak: Auction house buff. The traders managed to streamline the auctioning! Auctions now last twice as long for the same cost and delivery cost is reduced by 30% Tweak: Added two new types of bombs for rock blasting and for damaging creatures respectively Tweak: More items can be placed on the ground now: Most food items, cattail and papyrus bundles, bamboo, chute sections, compost, blasting powder, flax twine, iron blooms, leather, metal chain/lamellase/scales, and quartz Tweak: Aggressive animals (bear, hyena, wolf) and larger passive animals (deer, goats, moose, etc) now spawn a little further away from the player Tweak: Doubled creature swim speed by default. Add creatureSwimSpeed worldconfig to adjust this value. Tweak: Buying price and demand for aged crates by traders reduced Tweak: Lightning rods are now crafted in the grid using 3 copper rods, rather than being smithed on an anvil. Copper rods must be smithed though. Tweak: Fruit press now requires a metal rod, rather than metal ingot Tweak: Hyena drops reduced Tweak: Termite mounds now take significantly longer to break and leave a destroyed termite mound when broken, which will grow again into a populated termite mound within a year. Tweak: Dye recipe liquid requirements adjusted to work with a full 50 liter barrel, rather than forcing the player to remove 2 liters to make it work. Tweak: Edible bamboo shoots now spoil faster Tweak: Grid recipe for terra preta doubled in costs, except for high fertility soil which remains at 1 Tweak: Don't spawn cassava crop in deserts (minrain 0.2 => 0.28) Tweak: Reduce amount of loose surface malachite bits by about 25%, by slightly lowering malachite deposits Tweak: Dropped items that cannot combust or do not melt at 800°C no longer burn when thrown into fire Tweak: Cider/Wine rebalance - now lasts 10 times longer but only yields half the satiety Tweak: Quern recipe now also require a hammer and chisel Tweak: Bucket crafting recipe now also accepts rope, in addition to twine. Tweak: Grass coverage on soil now dies if adjacent to boiling water or lava Tweak: Rewrote algorithm that ignites blocks that are near Lava, which should make it less buggy / oddly behaving Tweak: Hardened clay removed from recipes and moved to legacy folder (replaced by wattle & daub) Tweak: Add flint deposits to limestone. Add extra-large but rare flint deposits in limestone and chalk Tweak: Cementation Furnace process can now also break refractory brick grating Tweak: Bow aiming accuracy rework The Ranged accuracy stat should now have a significantly more noticeable impact The Ranged accuracy stat in the character dialog now also reflects the accuracy bonus of the currently held bow. The bow accuracy bonus is also visually reflected in the aiming reticle. Tweak: Planks (blocks, slabs, and stairs) as well as beams' burn temperature reduced from 800 to 600, in line with other 'wood products' Fixed: Can no longer till ground with a block above, prevents wildcrop harvesting exploit Fixed: Clay oven not providing heat to the player Fixed: Tropical wild vines could not be used to make rope. Fixed: Crude door no longer falling apart from opening/closing as they used to in 1.18. Lowered break chance from 10% to 8%. Tweak: New optional survival challenges In Homo Sapiens and Wilderness survival playstyle: Can no longer create water source blocks with a bucket. In the wilderness survival mode, lightning now causes fire if there is very little rain over 10 days Tweak: Creative mode changes Feature: Can now use wrench to offset clutter model Feature: Worldedit overhaul When in Select, Move, Import mode you can use the scroll wheel to perform various actions, they can be switched by pressing F (hotkey for Select Tool / Clayforming mode). Those actions will also use the step size to perform moving or increase decrease the selection. This modes need to have the Wand Itemd in hands to perform their actions (left and right click, see tooltip for more details) Feature: Option to hide the Right settings panel (use full when you need to see the coords or axis you are looking for, enable .edi to see the axis in the coordinate HUD) Feature: option for import tool to not update the position on right-click (UPP) Feature: start and end position markers within the selection Feature: option for scroll tool mode to restrict action onto a certain axis (SAL / Scroll axis lock) Feature: Hotkey for CTRL + Z for undo (can be changed in controls) Feature: Hotkey for CTRL + C to copy the current selection and when switched to the import tool you can start placing it (can be changed in controls) Tweak: Use the new Minidimension system for the move tool to help with performance on large structures and fine adjustments Tweak: Moved the step size setting to the main control (top left) Tweak: Moved Tool offset mode from the right settings panel to Paint brush , Eraser and Chisel brush tool Fixed: Magic wand on pressing left mouse button it would destroy blocks Fixed: Preview selection and place issues with the chisel brush tool Fixed: Mirror with beams Fixed: Slanted roofs not rotating properly Fixed: Various fixes to all kinds of tools to function as expected and described, see their tooltips when you mouse over them Tweak: Added selectable collider block for chiseling with Tweak: Inventory management tuning Tweak: Inventory Pickup and drop off sounds (WIP. Currently has only one sound) Tweak: Can also also use the keyboards right SHIFT key for moving items in the inventory Tweak: Shift+Left Mouse click moving items from creative inventory no longer moves items into the backpack, which is not accessible in creative anyway Fixed: Selecting a tab in the creative inventory and closing + reopening did not remember the opened tab but the list of tabs did not reflect this Feature: Handbook improvements Tutorial system improvements: Can now restart a tutorial from the handbook. Fixed "grabbing a torch from the firepit" not being counted when using shift+left click Fixed no intuitive way to complete the last tutorial step. Added Sneak + H (Show Survival Handbook entry for currently looked at block) hotkey to the list of Controls under Settings Slightly less bad command handbook text formatting, added scale font tag, e.g. <font scale="80%"> Tweak: Creature AI improvements Most creatures no longer just passively accept getting pummeled by ranged weapons at a large enough distance. They will now run away. Fixed hostile mob target circling behavior working again Attacking hyena pups and moose infants now alarms nearby adults Improve moose behavior so they don't run up to the player and then run away without attacking, repeatedly Fixed: Fix 3 major bugs in the A* pathfinding system Vertically tight pathways were considered not traversable if they werent at least 2x the height of the entity itself Entity considered itself stuck when it wasn't and canceled its current action as a result Chicken egg laying and a entity chasing other entities/players likely not fully working as intended (The WaypointsTraverser.NavigateTo() method, the non-async method of pathfinding did not correctly take in all method arguments. ) Tweak: Further visual fine tuning Feature: All Seraph clothing is now in 3D Feature: Seraph now holds hot crucibles and ingots correctly. Purely a visual change. Other hot items still outstanding. Tweak: Particle fine tuning. Quad particles now have smooth edges. Explosions now produce larger smoke particles. Water splash particles max velocity capped because it looked unnatural. Tweak: Damaged refractory bricks now have a physically eroded model, in addition to the cracked texture overlay. Tweak: Game juice: More satisfying particles when smithing (longer lived, more bouncy, fade to red, respect anvil and work item hitboxes) Tweak: Made snow particles more affected by wind Fixed: Temporal storm glitch effect on blocks went missing in 1.19 Fixed: Player underwater could occasionally rotate backwards 360 degrees when feet touched bottom Fixed: Broken transparency on glass case bookshelf models Fixed: Soil as part of a chiseled block not frosting over in winter like other soil does Fixed: Jitter when doing left click scything and then holding right mouse button. Fixed: Seraph sliding issues while on a wobbly raft Fixed: Greatly mitigate player model extremely jerky when swimming with the jump key held down Fixed: Fireflies and lightning flash particles not properly glowing Tweak: Fp Animation for pouring liquid metal improved. Tweak: Adjusted tool mold held transforms Tweak: Held anvil and anvil parts now shown as held in both hands. Tweak: Changed color of cattail bundles to less intense green, fixed held and dropped cattails way too dark Tweak: First person hands, lag slightly behind when changing view direction, looks more natural Tweak: Remove shinyness effect from iron and lead metal blocks Tweak: Cementation Furnace sync visual particles with when you actually receive heat damage Tweak: Minor remodel of the crucible, needs one more layer of clay when clayforming Fixed: Apparently completely fixed sun shadows inside caves at no additional FPS cost?! Fixed: Placing carpets on chiseled blocks caused them to become squeezed - medium carpets can no longer be integrated into a chiseled block Fixed: All creatures and entities wobbled sideways in the first few frames of being loaded Fixed: Mitigate super squeezed textures on support beams at the end of the beam Fixed: Chest labels wind waving in some cases Fixed: Misaligned texture on the underside of firewood Tweak: Indoor rain sound improvements Now uses a clearer sound, the volume of the sound is now affected by the intensity of the rain fall, it is now properly fading in and out while inside rooms, it now requires twice as many glass panes for full volume (4 instead of 2), generally boosted the volume of the sound itself. Improved sound quality when the rain window ambient sound is emitted from multiple sources. Mitigate hardswitches from L to R speaker between to nearby windows, mitigate synchronicity/echo-y sound oddities (now starts playing the track at a random playback position to avoid weird overtones when 2 play at the same time at the same playback position) Fixed: Rain on glass splash sounds is now affected by the Weather sound slider instead of the Ambient sound slider Tweak: Gameserver changes Tweak: New (additional) command for whitelist control. Use /whitelist on/off to toggle whitelist system. Use /whitelist add/remove playeruid to add or remove players from the whitelist. Tweak: Server now monitors RAM usage. If it reaches 90% of the configured value it will print every 60 sec a warning and shut the server down once the limit is reached. Can be changed in the serverconfig.json "DieAboveMemoryUsageMb": 50000. Default is 50 GB Tweak: Dedicated game servers are now whitelisted by default. The ServerConfig "OnlyWhitelisted" is now obsolete, use WhitelistMode: "off/on/default" instead. (default means whitelist is on for dedicated servers, off for single player open to lan servers) Tweak: Server advertising on the public servers list is no longer enabled by default Tweak: archiveLogFileMaxSizeMb is now applied to all logs from one session instead of individual logs Tweak: Added server Audit log for PVP damage Tweak: Landclaiming, display claimed area in cubic m³ instead of horizontal area m² Fixed: Three rare server side exceptions Errors logged caused by coal piles, the Bugnet and Fire Fixed: The "/serverconfig setspawnhere" spawn position was retained across savegames, which caused all kinds of bugs. The spawn point set by this command is now stored in the savegame instead of the serverconfig.json. Old savegames are automatically updated to this new config. Tweak: Chat Commands changes Tweak: Improve command help output for ban command Fixed: .debug (chunk,region,logticks,ci,edi,...) could not be used on servers without admin permissions Tweak: Add .debug wireframe landclaim utility as admin Tweak: Add rudimentary command exporter for the wiki .chb expcmds Fixed: Command /we replace-material did not work for beams on chiseled blocks Tweak: Performance tweaks Tweak: 2 to 4 FPS improvement in thick forests, e.g. 40fps->42fps (Technical info: We pre-compute colormap values and the LOD0 fade in the vertex shader, instead of computing it in the fragment shader) Fixed: Minor memory leak (Quern sound never unloaded when the block got out of range) Fixed: When in overhead camera mode, the seraphs turning around motion was not smooth Tweak: IP Addresses in the escape menu now hidden by default (with a link to reveal ip) Tweak: Surgeon hood (worn on head) changed to mask-hood combo, and moved to face location Tweak: Allow use of +/- keyboard keys to zoom world map in dialog mode Tweak: Less squishy entity pushing. Made rafts and boats pushable Tweak: Fixed GUI Layout issues in the disconnected screen and improved error messaging when a Vintagehosting address could not be resolved. Tweak: Worldgen Vegetation is now seed deterministic, which means if you generate a world with the same seed in the same VS version it will look the same now Tweak: Increase chance of inlog beehive spawning Tweak/Fixed: When in creative mode and chiseling can now add a vertical log to a chiseled horizontal log Tweak: Shears smithing recipe changed to look more like shears, and use most of the voxels in an ingot. Tweak: Rename rope item to 'coiled rope'. Tweak: Flint/stone hoe knapping recipes made to more closely match the actual tool head Tweak: Hoe mold and smithing recipe now better reflect the actual appearance of the hoe head. Tweak: Male and female wolf size now vary by +/5% Tweak: Described how lightning rods works in the block description, as it was undocumented. Tweak: Dont raise shield while interacting with something, i.e. right mouse button down Tweak: Deer antlers are now at mature size for 2 months, rather than 1, and growth time is extended to 6.5 months. So male deer will now have some stage of antlers from about 8.5 to 9 months of the year. Tweak: Revert explosion sounds to old style Tweak: Run main menu at a fixed framerate, ignoring the players graphics settings, to prevent unnecessary hardware load Tweak: Vine sections can now be grid-swapped into end sections, and vice versa. Tweak: Bears can spawn in any depth of snow, mainly relevant to Polar Bear of course Fixed: The Login error that is caused from too many login attempts only showed "bruteforceprotected" instead of a proper error message Fixed: Discovery a new story always uncovered 2 chapters at once Fixed: Multiple text formatting bugs when reading lore from the lore item directly Fixed: Looking up while walking on carpets (or other decor) cause the decor sound not to play Fixed: Raft ambient sound broken when there's multiple rafts/boats around Fixed: Camera jumping to ground level for 2-5 frames while in immersive fp mode and changing the seraph outfit Fixed: Vegetation and Stalagmite did not properly check for story structures and could generate anyway Fixed: Held item dropping incorrect shadow on itself in fp mode Fixed: Entities where not rotated correctly with schematics Fixed: Reed handbasket would sink in water Fixed: Player turning around in overhead mode when entering chat Fixed: Player could cause "Only available in creative mode." spam for last logged in player Fixed: Rare crash in weather system Fixed: Properly fix sound loading issues (especially with RAM setting Somewhat Optimized) Fixed: Worldedit control "Override default values" did not reset rain override Fixed: Prevent game crash from an invalid world config when hovering over propick readings on the world map Fixed: Playstyle selection wonkiness (not reloading on mod selection change, crashing when mods are disabled) Fixed: Clipping textarea in the chisel block Rename Dialog Fixed: Auction house, when confirming a purchase, unchecking and checking the "Deliver" box showed the wrong total price Fixed: Antler mount's placed by worldgen would not have a material assigned, displaying the unknown texture instead Fixed: Bookshelves and scroll racks placed by worldgen would not have a material assigned, displaying the unknown texture instead API / Modding Changes Feature: Entity Activity System and Ingame UI Editor. Open with `.dev aedit`. More info on this feature in another update Feature: Spherical fog system. More info on this feature in another update Feature: Improved dimensions support in the game engine and API. More info on all this in a future post Feature: Allow json file inheritance for blocks, items and entities using property "inheritFrom", example: assets/survival/blocktypes/wood/woodtyped/roughhewnfence-fsnow.json Feature: Max animated elements cap is now 230 but up to 1000 can be set via settings (Technical info: Now sending animation shader data via UBOs instead of uniforms) I had to remove the 4x3 matrix optimization because UBOs seem to pad non 4-int rows and thus break the matrix stride. On the bright side this change should actually improve performance by a little bit by not uploading unused transformation matrixes (uploads now only until the necessary jointid instead of GlobalConstants.MaxAnimatedElements Feature: Modmaker Improvements Now asks the user if they wish to ignore the shapes folder when looking for file differences. The shapes folder contains nearly 4,000 relatively large files, it takes up a large portion of time when searching for file differences. However, many mods and modders do not have a need for this. Ignoring the shapes folder cut down execution time by an average of 65% (from 9055ms avg. to 3122ms avg.). Adds a function to the modmaker which restores all vanilla assets in their unmodified, vanilla state Add ability to re-export all the JSON assets in a standardized way. When editing vanilla files in Notepad++, nearly every property is highlighted in red due to it not using "s for property names, and similarly with Visual Studio. By importing each json file and immediately exporting them, it reorganises them in a much neater, IDE-friendly manner Adds the ability to delete the temporary folders created by the mod maker. In case any one has any issues with the mod maker, they can run this and it may resolve them. Saves them from manually finding and deleting temp folders Makes the mod maker compare files based on their JSON properties. Although this has a minor performance impact, it allows the ability to validate all the JSON files to ensure they are valid, as well as allows the modder to use different JSON formats if they so wish. Feature: New entity type property: "behaviorConfigs". Can be used to pre-define entity behavior configs, which get applied to both server and client behaviors, eliminating the need to write configs twice. Feature: Can now also add hair elements to the seraph that are only shown when certain clothing items are worn. Example implementation: assets\game\shapes\entity\humanoid\seraphskinparts\hair-extra\braidedup.json Feature: Can now define IgnoreElements for block/item/entity shapes Feature: For semi-submerged boats, can use EntityBehaviorHideWaterSurface to not render water inside the boat using a flat plane of hiding elements in the boat model file. See also boat.json Feature: Can now use step-parented shape overlays for entities. Example: Male elk Feature: Added Multiple collision boxes entity behavior. Currently only available as an upgrade to the PassivePhysics entity behavior. Refactor: IMountableSeat.SuggestedAnimation now needs to return a AnimationMetaData instead of a string Refactor: Big rewrite in how entity inventories are coded. There is no longer a single placeholder entity.GearInventory field instead there is now a abstract class EntityBehaviorContainer that "container entity behaviors" can inherit from such as EntityBehaviorAntlerGrowth and the new EntityBehaviorDressable. This also necessitated the replacement of EntitySkinnableShapeRenderer by a new class EntityBehaviorTexturedClothing which inherits from EntityBehaviorContainer. Refactor: Clean up BEIngotMold and BEToolMold code Refactor: Entity.BodyYawLimits and EntityPlayer.BodyYawLimits and HeadYawLimits.HeadYawLimits are now of class AngleConstraint. Changed definition from min/max angle to center+range angle. Refactor: shape.SubclassForStepParenting() no longer prefixes a dash "-" to the texture codes Refactor: Unified Seraph and Trader head sizes and accessories Refactor: Block.ShouldPlayAmbientSound() is now obsolete, use GetAmbientsoundStrength() instead. Refactor: Add BlockPos argument to IDrawYAdjustable.AdjustYPosition() Refactor: Block.GetSounds(IBlockAccessor blockAccessor, BlockPos pos, ItemStack stack = null) is now Block.GetSounds(IBlockAccessor blockAccessor, BlockSelection blockSel, ItemStack stack = null) Refactor: Removed property entity.GearInventory. Now replaced by EntityBehaviorContainer. Refactor: Removed EntitySkinnableShapeRenderer. Now replaced by EntityBehaviorTexturedClothing Refactor: Field InventoryBase.OnAcquireTransitionSpeed is now an event, i.e. use += to register to the event Refactor: Parts of BlockEntityContainer are now in a BE-agnostic class named "InWorldContainer", stored in the block entity field "container" Refactor: Rename IMountableSeat.CreateMountable() to IMountableSeat.GetMountable() Refactor: Rather major refactor of the player mounting system. Renamed IMountableSupplier to IMountable. The previous IMountable is now called IMountableSeat. The interface methods IMountableSupplier.IsMountedBy() and IMountableSupplier.IsBeingControlled() and are no longer required they are implemented by class extensions now. IMountableSupplier.MountPoints is now IMountable.Seats. Removed IMountableSupplier.GetMountOffset() and IMountable.MountPosition it is replaced by IMountableSeat.SeatPosition and IMountableSeat.RenderTransform(), which is a more intuitive, more concise and more powerful way of getting the player to the intended seating position, and with the right transforms. Refactor: Rename block clutter property randomizeDimensions to randomizeYSize Refactor: Collectible.IsBackPack() is now obsolete. Use collectiblebehavior { name: "HeldBag" } instead Refactor: rename IMountableSeat.CreateMountable() to IMountableSeat.GetMountable() Removed: EntityAgent.OnNoPath() and EntityBehavior.OnNoPath() method deleted they are not needed Tweak: Reserved characters for AssetLocation paths are listed in GlobalConstants.ReservedCharacterSequences (Detail: Textures only for now, as that is the main area where reserved characters should not be used. The game checks all mod filenames in the "textures/" path for these reserved characters at game startup, will throw an exception if found) Tweak: New particle property LightEmission Tweak: Add "withDrops" property to BehaviorTransformBreak Tweak: Can now use shape overlays for clothing Tweak: Allow TransitionableProperties (perishableProps in cooking pot recipes) with transition type "None" Tweak: Cooking recipes add support for "DirtyPotOutputQuantity" property Tweak: Most server side events are now more robust against crashing mods the event will continue to be executed on the remaining mods instead of stopping Tweak: Made IShaderProgram.AssetDomain available to mods Tweak: Clean up animation code related to loading the animator object. AnimationCache.InitManager() is now obsolete Tweak: Added .debug dumpanimstate [entity selector] and /debug dumpanimstate [entity selector]. Helpful for investigating incorrect blending of animations Tweak: new BlockFacing.HorizontalFromYaw() method to get facing from player yaw Tweak: Mainhand and offhand items can now apply any character stats via statModifier Tweak: Can now add a "whenSwimming: true/false" condition to AI tasks Tweak: Made henbox more moddable Tweak: Can now also associate sounds to an entity animation frame directly in the AnimationMetaData object Tweak: Can now set vertex flag bit 28 to 1 for liquids to have them rendered mostly opaque Tweak: Made IMPPowered interface public Tweak: New ModSystem method: bool ShouldLoad(ICoreAPI api) Tweak: Added CollectibleObject.SetDurability() Tweak: entity.RenderColor is now an set-able property. Moved damage color overlay to BehaviorHealth.cs Tweak: Removed useless MeshData.AddVertexWithFlagsSkipTexture() which did not skip texture. :facepalm: Tweak: Simplified LinkTextComponent constructor to more compactly invoke link protocols, e.g. api.LinkProtocols["commandhandbook"].Invoke(new LinkTextComponent("commandhandbook://page-you-want-opened")); Tweak: Added command ".debug sound list" to print all active sounds Tweak: Improved `.debug self` output. now prints animation weights per shape element for the player. Only in debug builds. Unborked armor stand again (broke due to creature inventory rewrite). Fixed seraph animation derps while riding. Tweak: The field InventoryBase.OnAcquireTransitionSpeed is now an event, i.e. use += to register to the event. Also to avoid code duplication, parts of BlockEntityContainer are now in a BE-agnostic class named "InWorldContainer", which is also used by EntityBehaviorContainer. Tweak: Avoid game crashing / throwing exceptions on a variety missing vanilla blocks (rusty gear, boilingwater, default worldgen blocks) Fixed: Rare(?) crashes reporting a full texture atlas. (Technical info: RenderItemStackToAtlas did not create a new atlas if all others were full) Fixed: Fundamental design flaw: entityPlayer.Pos.Yaw was always off by 90° and being corrected in various places throughout the engine where such corrections dont belong, such as Vec3d.AheadCopy, EntityPos.GetViewVector() and EntityPos.AheadCopy. Those methods would yield wrong values for non-player entities. Fixed: Bug in meshdata.StepParentShape() related to animations caused a crash Fixed: Lod0Shape not applying alt textures Fixed: Should fix exception thrown in some cases when creating a large explosion Fixed: shape.SubclassForStepParenting() did not subclass element names Fixed: 3D Decors attached to chiseled blocks turned into a flat texture Fixed: Event AfterActiveSlotChanged simply crashing when triggered Fixed: Chat sub commands could not use a different privilege then the base command Fixed: .reload textures causing all climate/season colored geometry to disappear when lots of textures are loaded, e.g. via mods Fixed: Flaw in the texture loading system that caused white borders around distant / shallow angle geometry Fixed: Extremely slow world loading when a large amount of errors are thrown while in developer mode View full record
  3. Of all the planned features on the roadmap I have zero concern about engine limitations. And even so, there are very straightforward optimization paths: Overall GPU Framerate: 1. Switch to Vulkan, 2. Introduce non-cubic LOD (=super low res terrain. Could easily allow rendering of 10km view distance) GPU RAM Use: Optimize Mesh Data Layout (should cut VRAM use in half), non-cubic LOD (can cut VRAM use by 90% at the cost of some graphical fidelity) High CPU RAM use / Loading times: Lazy Load Sounds, Block- and Itemtypes. Database like query structure for block and items. High CPU Usage: Multithread bottlenecked components or simply dont more lean about CPU usage. Generally CPU usage is the least concern right now I think. 1.20 should also notably reduce CPU usage in some cases on the client side, due to physics being only server side now.
  4. Bug reports please to https://github.com/anegostudios/VintageStory-Issues/issues with as much information as possible. That being said, i'm not able to reproduce any of these 3 reported issues.
  5. Dear Extraordinary Survivalists v1.19.8, a stable release, is now available to download through the account manager. Just a maintenance patch. Should reduce the amount of server restarts server owners have to do. Fixes a few annoyances. Soviet panel house by Chuchi Gucci, shared on discord #screenshots Game updates Tweak: Added playername to logging of server command execution (only relevant for multiplayer servers) Fixed: Clutter bookshelves were not dropping items when repaired with glue Fixed: Items getting mixed up / undefined behavior in heavily modded worlds where the amount of item ids exceed 32767 Fixed: Able to move some dialogs out of the visible area, such as the Character Stats dialog Fixed: Hand breaking animation endlessly repeating when holding left mouse down on empty hands then switching to another tool with left mouse button still held Fixed: Left clicking with oars in hands playing attack animation endlessly Fixed: A crock in the auction house crashing the game client when hovered over Fixed: Dynamic lights (like held torches) flicker heavily in 8x8mil worlds Fixed: Chunk generation on larger than default sized worlds had a massive performance leak. Creating a new 8x8mil world is now 5 times faster - the same speed as a 1x1mil world. Fixed: First person animation for pouring liquid metal improved. Fixed: Server lagspikes after several days of uptime. (Technical info: BESpawner not unregistering despawn event, causing 100ms ticks on entity despawning after 7-10 days of uptime on TOPTS) Fixed: Server memory leak on large survival servers after several days of uptime - 7 Mb per unique player since startup. (Technical info: Consumed 1.5 GB on TOPTS after 9 days of uptime due to 209 unique players visiting over this time period. Fixed by not initializing the creative inventory on player join) Fixed: Server crashing when there's a corrupted itemstack inside a crate that a creature tries to pathfind over
  6. Dear Extraordinary Survivalists v1.19.8, a stable release, is now available to download through the account manager. Just a maintenance patch. Should reduce the amount of server restarts server owners have to do. Fixes a few annoyances. Soviet panel house by Chuchi Gucci, shared on discord #screenshots Game updates Tweak: Added playername to logging of server command execution (only relevant for multiplayer servers) Fixed: Clutter bookshelves were not dropping items when repaired with glue Fixed: Items getting mixed up / undefined behavior in heavily modded worlds where the amount of item ids exceed 32767 Fixed: Able to move some dialogs out of the visible area, such as the Character Stats dialog Fixed: Hand breaking animation endlessly repeating when holding left mouse down on empty hands then switching to another tool with left mouse button still held Fixed: Left clicking with oars in hands playing attack animation endlessly Fixed: A crock in the auction house crashing the game client when hovered over Fixed: Dynamic lights (like held torches) flicker heavily in 8x8mil worlds Fixed: Chunk generation on larger than default sized worlds had a massive performance leak. Creating a new 8x8mil world is now 5 times faster - the same speed as a 1x1mil world. Fixed: First person animation for pouring liquid metal improved. Fixed: Server lagspikes after several days of uptime. (Technical info: BESpawner not unregistering despawn event, causing 100ms ticks on entity despawning after 7-10 days of uptime on TOPTS) Fixed: Server memory leak on large survival servers after several days of uptime - 7 Mb per unique player since startup. (Technical info: Consumed 1.5 GB on TOPTS after 9 days of uptime due to 209 unique players visiting over this time period. Fixed by not initializing the creative inventory on player join) Fixed: Server crashing when there's a corrupted itemstack inside a crate that a creature tries to pathfind over View full record
  7. Dear Extraordinary Survivalists The development on boring old 1.19 has stopped some time ago, so let's talk a bit about the next major update - v1.20! ⚠ Danger Zone ⚠ Work in Progress Material ahead! Things may be in an unfinished state, get majorly changed or outright removed again. With that out of the way, and as mentioned in previous devlog entries, the main goal of 1.20 is the addition of the second chapter of the game's story. This will comprise of 4 major and vastly differing locations that will be the near or at the world's surface, as opposed to the very deep first story dungeon. The plan is to have these 4 locations at a significant distance to each other, with new travel mechanics that make journeying an engaging part of the experience. Since Oceans in Vintage Story are an optional feature, and will remain optional for the time being, we aim to build land travel as well as sea travel, in the form of animal riding and sailing respectively. The animal riding part alone required major rewrites with the game's current mounting system, so as to remain flexible, extensible and easily moddable, which is now mostly complete and we're currently in the process of working out the countless kinks of our fledgling riding system. More specifically, the goal is for Elks (and yes, also Horses, albeit to a smaller capacity) to become something akin to a mobile base, with some amounts of storage and basic survival necessities accessible through various attachments that you can put on your mount. We would like to avoid the player travelling half the way, running out of food or storage, or getting mauled by a wolf and needing to fully restart the journey, so we will design this experience accordingly. Here's a short demo of the mounted Elk, with some preliminary, not yet functional, accessories attached As for sailing, there is little progress towards its concrete implementation, but should it hopefully simply be a "horse on water" as far as the technical aspect is concerned. We do have a preliminary model for it: Again with the same goal - choose from a (or several?) prebuilt ships, but allow customizability. It is carefully designed to allow placement of block-sized equipment, including your land mount. Possibly in the future we can use the mini-dimensions system to allow full custom built ships, but this is out of scope for 1.20. I won't reveal much on the story locations, but suffice to say, I feel confident they are going to be at least the same level quality of the first story dungeon, offer brand new insights into the game's story, let you encounter some brand new mobs and probably will make you feel quite differently about the game itself. But that is not all! New insect life & other game juice As already showcased, 1.20 will bring at least a bit of new insect life to the world! on Discord I also shared an improved water shader, that will give water a much more murky feel - it should greatly help with the sailing exeperience. High fidelity animations Our new animator is hard at work redoing animal animations New Mob There's going to be another (semi)commonly found mob to complement the current rather homogenous drifter threat. Models are mostly finalized from what I've seen, but for now you will only get to see the vague concept art More bricks We would like to fully rework all in-game bricks and related mechanics for brick firing for 1.20. Here's a preview of the new bricks, drawn by the talented Arkaik. In Conclusion Most of these mechanics we are building are there to support the actual substance of the update - the second story chapter, so there's still more to look forward to We still have lots to work to do until this update is ready, I estimate a stable release date of Q4 2024. Cheers, Tyron and the VS Team
  8. Dear Extraordinary Survivalists The development on boring old 1.19 has stopped some time ago, so let's talk a bit about the next major update - v1.20! ⚠ Danger Zone ⚠ Work in Progress Material ahead! Things may be in an unfinished state, get majorly changed or outright removed again. With that out of the way, and as mentioned in previous devlog entries, the main goal of 1.20 is the addition of the second chapter of the game's story. This will comprise of 4 major and vastly differing locations that will be the near or at the world's surface, as opposed to the very deep first story dungeon. The plan is to have these 4 locations at a significant distance to each other, with new travel mechanics that make journeying an engaging part of the experience. Since Oceans in Vintage Story are an optional feature, and will remain optional for the time being, we aim to build land travel as well as sea travel, in the form of animal riding and sailing respectively. The animal riding part alone required major rewrites with the game's current mounting system, so as to remain flexible, extensible and easily moddable, which is now mostly complete and we're currently in the process of working out the countless kinks of our fledgling riding system. More specifically, the goal is for Elks (and yes, also Horses, albeit to a smaller capacity) to become something akin to a mobile base, with some amounts of storage and basic survival necessities accessible through various attachments that you can put on your mount. We would like to avoid the player travelling half the way, running out of food or storage, or getting mauled by a wolf and needing to fully restart the journey, so we will design this experience accordingly. Here's a short demo of the mounted Elk, with some preliminary, not yet functional, accessories attached As for sailing, there is little progress towards its concrete implementation, but should it hopefully simply be a "horse on water" as far as the technical aspect is concerned. We do have a preliminary model for it: Again with the same goal - choose from a (or several?) prebuilt ships, but allow customizability. It is carefully designed to allow placement of block-sized equipment, including your land mount. Possibly in the future we can use the mini-dimensions system to allow full custom built ships, but this is out of scope for 1.20. I won't reveal much on the story locations, but suffice to say, I feel confident they are going to be at least the same level quality of the first story dungeon, offer brand new insights into the game's story, let you encounter some brand new mobs and probably will make you feel quite differently about the game itself. But that is not all! New insect life & other game juice As already showcased, 1.20 will bring at least a bit of new insect life to the world! on Discord I also shared an improved water shader, that will give water a much more murky feel - it should greatly help with the sailing exeperience. High fidelity animations Our new animator is hard at work redoing animal animations New Mob There's going to be another (semi)commonly found mob to complement the current rather homogenous drifter threat. Models are mostly finalized from what I've seen, but for now you will only get to see the vague concept art More bricks We would like to fully rework all in-game bricks and related mechanics for brick firing for 1.20. Here's a preview of the new bricks, drawn by the talented Arkaik. In Conclusion Most of these mechanics we are building are there to support the actual substance of the update - the second story chapter, so there's still more to look forward to We still have lots to work to do until this update is ready, I estimate a stable release date of Q4 2024. Cheers, Tyron and the VS Team View full record
  9. write us a support ticket for it please, with ip address attached (from https://www.whatsmyip.org/)
  10. Dear Extraordinary Survivalists v1.19.6 and v1.19.7, a stable release, is now available to download through the account manager. [Edit:] Also released v1.19.7 with the following changes: Fixed: Issues with typing caused by the 1.19.6 drunk typing fix Fixed: First person hands visibly detached while drunk and typing in chat Fixed: Should fix anvil hit not registering when clicking left mouse button in the moment where the hammer swing ends Fixed: Don't crash client on corrupt chunk Please notice, v1.19.7 is not compatible with v1.19.6 or older servers - you will not be able to join unless they are updated. Some few minor fixes in this update, nothing to write home about. If you haven't seen it yet, check out the grasshoppers, coquis, cicadas and pond insects coming in v1.20! These are created using a new entity-particle hybrid system that allows large quantities to be loaded concurrently at the cost of non-interactability. pretty cool cave - shared by Billy Mays in #general Game updates Fixed: Double anvil hit when opening inventory mid hit - likely also fixes other double hit cases Fixed: Multiple visual issues when using a high field of view Fixed: Mitigate no longer able to use any tools after world reload by resetting the state when switching active hotbar slot Fixed: Multiple issues with drunk typing Fixed: "/time add" command allowed negative values Fixed: Cancel button on backup confirm screen not functioning API Fixed: RegisterEventBusListener() delegates called twice in some cases View full record
  11. Dear Extraordinary Survivalists v1.19.6 and v1.19.7, a stable release, is now available to download through the account manager. [Edit:] Also released v1.19.7 with the following changes: Fixed: Issues with typing caused by the 1.19.6 drunk typing fix Fixed: First person hands visibly detached while drunk and typing in chat Fixed: Should fix anvil hit not registering when clicking left mouse button in the moment where the hammer swing ends Fixed: Don't crash client on corrupt chunk Please notice, v1.19.7 is not compatible with v1.19.6 or older servers - you will not be able to join unless they are updated. Some few minor fixes in this update, nothing to write home about. If you haven't seen it yet, check out the grasshoppers, coquis, cicadas and pond insects coming in v1.20! These are created using a new entity-particle hybrid system that allows large quantities to be loaded concurrently at the cost of non-interactability. pretty cool cave - shared by Billy Mays in #general Game updates Fixed: Double anvil hit when opening inventory mid hit - likely also fixes other double hit cases Fixed: Multiple visual issues when using a high field of view Fixed: Mitigate no longer able to use any tools after world reload by resetting the state when switching active hotbar slot Fixed: Multiple issues with drunk typing Fixed: "/time add" command allowed negative values Fixed: Cancel button on backup confirm screen not functioning API Fixed: RegisterEventBusListener() delegates called twice in some cases
  12. There is a decent chance that for 1.20 or 1.21 the entire beam will have a hitbox, from then on it will be easier to break
  13. Much like in previous updates the game will stay compatible with old world saves, but new content might not generate or only generate in new chunks.
  14. Dear Extraordinary Survivalists v1.19.5, a stable release, is now available to download through the account manager. This is likely the last major bugfix patch for 1.19 - just yesterday I have asked our coding team to begin prioritizing tasks for the upcoming 1.20 update that revolves around the second main story event. This part of the story will involve a lot of travel and consequently will require new systems and experiences to make traveling more engaging. Screenshot by MannyXIII, shared on Discord #screenshots All game updates since v1.19.4 Revert: 20% mining speed debuff on Rock has been undone. The other debuffs remain Tweak: More first person hands animation tuning Tweak: Adjusted animation for raising your temporal stability Tweak: Bucket now visually stays level when selected Tweak: Improved watering can ready animation Tweak: Adjusted impact and sound frame for smithing Tweak: Watering animation with a watering can now looks better Fixed: Freezing animation no longer continues indefinitely Fixed: Animation Jitter on axehit. Experimental. Might break stuff Fixed: Ready pose for shovel fixed again Tweak: Buffed warmth on reindeer herder coats and boots Tweak: When selecting any language in Interface settings, the restart server and community translations messages are immediately localised Tweak: Linux and macOS users, selecting an Asian language or Arabic, are given a warning message (in English) to check their fonts Fixed: Various potential crashes if packets received or threads still ticking during client shutdown; should fix modded multiplayer server connection issues Fixed: Trader wandering off while trading Fixed: Angry bees not stinging the player Fixed: Boars with offspring attacking even when game settings place creatures on passive mode Fixed: Bighorn sheep (and some deer) still had wrong step heights in 1.19.4 Fixed: Topsoil grass re-growth did not match original worldgen grass Fixed: Item transfer between inventories using mouse was not logged to server-audit.txt, chute placement is now also audit logged, to counter item siphoning Fixed: Fixed curd bundles abusable as infinitely lasting food storage. Remove curd bundle from creative inventory because these are now always empty Fixed: Shapeless recipes not consuming ingredients if spread out with only one per slot, e.g. wooden path Fixed: In Homo Sapiens game mode (or others where lore content is off) locust nests would still spawn Fixed: Torches would not start fires in leaves, grass etc. with Shift+right click Fixed: Bug in creature pathfinding system that prevented them to walk towards their intended goal Fixed: Properly fix crashes / texture atlas overflow related to labeled crates Fixed: Dyes very chunky looking when inside barrels Fixed: Peanuts and Olives not visible in meals Fixed: Distant tule were colored white-ish Fixed: Multiple smithing and player animation issues Smithing not registering hits sometimes. Action/Sound not in sync with animation Smithing hit action sometimes executing twice Some player animations stopping too early, causing jerky movement (e.g. left mouse with hammer) Some left-mouse actions sometimes looping the animation multiple times Other players' animations no longer running Fixed: Iron anvil merging derp and hammering sound not playing Fixed: Ore map generators no longer seed-deterministic since 1.18.8 upon game restart Fixed: Mobs dropping Jonas parts (e.g. Double-headed Drifter) and random loot in chests could repeat a sequence, now truly random Fixed: Occasional visible worldgen anomalies if worldgen multithreaded and a Translocator is spawned Fixed: Jonas lamps, Gas lamps and Banners were not repairable with glue Fixed: Clutter bookshelves were missing the same glue-repairing mechanism as other clutter Fixed: Clutter bookshelves names not localized in repair chat messages Fixed: various handbook and block HUD info issues: Aged version of Antler mounts missing from handbook and Creative inventory Falx handbook entry showing mining speed for wood and leaves, when it cannot break either Purpleheart and Ebony tree logs block HUD info incorrectly stated they were breakable with Stone axe Incorrect help tip on wooden pan [GitHub report #3680] Fixed: Various crashes and logged errors Rare crash when typing during drunken effect Rare startup crash when logging off while sitting (sitting in-game!) Version 1.19.4 crash if pies were placed on clutter tables Very rare crash involving a pot of jam on the point of turning rotten Crash when clicking on a food container while holding a bowl containing Rot Rare but long-standing crash when clay-forming [GitHub #3713 #2284] Very rare crash when chiseling in multiplayer [GitHub #3688] /kick command crashing a dedicated server if no kick reason given Renderer crashing if a dropped item has an id which has been removed from the game (e.g. because a mod was removed) Further attempt to fix very rare crash with EntityItem; added additional debug logging Exception when executing the /stop command immediately after joining a singleplayer world Potential crash with shields if no space for texture etc (GitHub issue 3598) Very rare exception issue logged to file, related to axles Plant container error if the container block does not exist, for example when a mod was removed Shader compile error on Intel internal graphics Fixed: Font issues when switching language to Thai, Chinese (Simplified) or Chinese (Traditional) Fixed: /gm sp command not setting player to spectator mode Fixed: Movespeed command not working: /player [player] movespeed [amount] Fixed: Worldconfig allowLandClaiming not being respected when using /land commands Fixed: WorldEdit mirror functionality issue with chiseled blocks Fixed: WorldEdit control "Cloud Y Position" not working for some languages like German Api Tweak: Items/Blocks can now define an attribute "inBarrelShape" to determine their shape inside a barrel Api Tweak: Don't crash on invalid GroundStack Api Fixed: WorldAPI RegionMapSizeX would return a size off by one since game version 1.12.9. Affected methods are MapRegionIndex2D, MapRegionPosFromIndex2D, MapRegionIndex2DByBlockPos Api Fixed: Chatcommands with multiple `WithPreCondition` or a pre-condition and `RequiresPlayer` would over-write each other. Now all pre-conditions are checked and if one pre-condition returns EnumCommandStatus.Error it won't process the command further. Changes since v1.19.5-rc.3 Tweak: Updated community translations Fixed: Very minor memory leak in the worldmap, ore map layer Fixed: Game crashing when smithing on the last point of hammer durability Fixed: Endless knifing animation on dead animal harvesting when turning away from the animal View full record
  15. Dear Extraordinary Survivalists v1.19.5, a stable release, is now available to download through the account manager. This is likely the last major bugfix patch for 1.19 - just yesterday I have asked our coding team to begin prioritizing tasks for the upcoming 1.20 update that revolves around the second main story event. This part of the story will involve a lot of travel and consequently will require new systems and experiences to make traveling more engaging. Screenshot by MannyXIII, shared on Discord #screenshots All game updates since v1.19.4 Revert: 20% mining speed debuff on Rock has been undone. The other debuffs remain Tweak: More first person hands animation tuning Tweak: Adjusted animation for raising your temporal stability Tweak: Bucket now visually stays level when selected Tweak: Improved watering can ready animation Tweak: Adjusted impact and sound frame for smithing Tweak: Watering animation with a watering can now looks better Fixed: Freezing animation no longer continues indefinitely Fixed: Animation Jitter on axehit. Experimental. Might break stuff Fixed: Ready pose for shovel fixed again Tweak: Buffed warmth on reindeer herder coats and boots Tweak: When selecting any language in Interface settings, the restart server and community translations messages are immediately localised Tweak: Linux and macOS users, selecting an Asian language or Arabic, are given a warning message (in English) to check their fonts Fixed: Various potential crashes if packets received or threads still ticking during client shutdown; should fix modded multiplayer server connection issues Fixed: Trader wandering off while trading Fixed: Angry bees not stinging the player Fixed: Boars with offspring attacking even when game settings place creatures on passive mode Fixed: Bighorn sheep (and some deer) still had wrong step heights in 1.19.4 Fixed: Topsoil grass re-growth did not match original worldgen grass Fixed: Item transfer between inventories using mouse was not logged to server-audit.txt, chute placement is now also audit logged, to counter item siphoning Fixed: Fixed curd bundles abusable as infinitely lasting food storage. Remove curd bundle from creative inventory because these are now always empty Fixed: Shapeless recipes not consuming ingredients if spread out with only one per slot, e.g. wooden path Fixed: In Homo Sapiens game mode (or others where lore content is off) locust nests would still spawn Fixed: Torches would not start fires in leaves, grass etc. with Shift+right click Fixed: Bug in creature pathfinding system that prevented them to walk towards their intended goal Fixed: Properly fix crashes / texture atlas overflow related to labeled crates Fixed: Dyes very chunky looking when inside barrels Fixed: Peanuts and Olives not visible in meals Fixed: Distant tule were colored white-ish Fixed: Multiple smithing and player animation issues Smithing not registering hits sometimes. Action/Sound not in sync with animation Smithing hit action sometimes executing twice Some player animations stopping too early, causing jerky movement (e.g. left mouse with hammer) Some left-mouse actions sometimes looping the animation multiple times Other players' animations no longer running Fixed: Iron anvil merging derp and hammering sound not playing Fixed: Ore map generators no longer seed-deterministic since 1.18.8 upon game restart Fixed: Mobs dropping Jonas parts (e.g. Double-headed Drifter) and random loot in chests could repeat a sequence, now truly random Fixed: Occasional visible worldgen anomalies if worldgen multithreaded and a Translocator is spawned Fixed: Jonas lamps, Gas lamps and Banners were not repairable with glue Fixed: Clutter bookshelves were missing the same glue-repairing mechanism as other clutter Fixed: Clutter bookshelves names not localized in repair chat messages Fixed: various handbook and block HUD info issues: Aged version of Antler mounts missing from handbook and Creative inventory Falx handbook entry showing mining speed for wood and leaves, when it cannot break either Purpleheart and Ebony tree logs block HUD info incorrectly stated they were breakable with Stone axe Incorrect help tip on wooden pan [GitHub report #3680] Fixed: Various crashes and logged errors Rare crash when typing during drunken effect Rare startup crash when logging off while sitting (sitting in-game!) Version 1.19.4 crash if pies were placed on clutter tables Very rare crash involving a pot of jam on the point of turning rotten Crash when clicking on a food container while holding a bowl containing Rot Rare but long-standing crash when clay-forming [GitHub #3713 #2284] Very rare crash when chiseling in multiplayer [GitHub #3688] /kick command crashing a dedicated server if no kick reason given Renderer crashing if a dropped item has an id which has been removed from the game (e.g. because a mod was removed) Further attempt to fix very rare crash with EntityItem; added additional debug logging Exception when executing the /stop command immediately after joining a singleplayer world Potential crash with shields if no space for texture etc (GitHub issue 3598) Very rare exception issue logged to file, related to axles Plant container error if the container block does not exist, for example when a mod was removed Shader compile error on Intel internal graphics Fixed: Font issues when switching language to Thai, Chinese (Simplified) or Chinese (Traditional) Fixed: /gm sp command not setting player to spectator mode Fixed: Movespeed command not working: /player [player] movespeed [amount] Fixed: Worldconfig allowLandClaiming not being respected when using /land commands Fixed: WorldEdit mirror functionality issue with chiseled blocks Fixed: WorldEdit control "Cloud Y Position" not working for some languages like German Api Tweak: Items/Blocks can now define an attribute "inBarrelShape" to determine their shape inside a barrel Api Tweak: Don't crash on invalid GroundStack Api Fixed: WorldAPI RegionMapSizeX would return a size off by one since game version 1.12.9. Affected methods are MapRegionIndex2D, MapRegionPosFromIndex2D, MapRegionIndex2DByBlockPos Api Fixed: Chatcommands with multiple `WithPreCondition` or a pre-condition and `RequiresPlayer` would over-write each other. Now all pre-conditions are checked and if one pre-condition returns EnumCommandStatus.Error it won't process the command further. Changes since v1.19.5-rc.3 Tweak: Updated community translations Fixed: Very minor memory leak in the worldmap, ore map layer Fixed: Game crashing when smithing on the last point of hammer durability Fixed: Endless knifing animation on dead animal harvesting when turning away from the animal
  16. Ah yes, i can do that Thanks for translating!
  17. Thats Arkans build. On discord, search for "from:o.arkan has:image in:screenshots" and go to page 3.
  18. Dear Extraordinary Survivalists v1.19.5-rc.2/3, a unstable release, is now available to download through the account manager. [Edit:] Also released rc.3 to fix more issues with the hammer and other tools! After a short time off on my end it is time to resume the prosaic process of patching to perfection! Possibly preposterous, perhaps, yet purposeful. Screenshot by Chuchi Gucci, shared in #screenshots Game updates Fixed: Multiple smithing and player animation issues Smithing not registering hits sometimes. Action/Sound not in sync with animation Smithing hit action sometimes executing twice Some player animations stopping too early, causing jerky movement (e.g. left mouse with hammer) Some left-mouse actions sometimes looping the animation multiple times Other players' animations no longer running Fixed: Trader wandering off while trading Fixed: Boars with offspring attacking on passive mode Fixed: Shapeless recipes not consuming ingredients if spread out with only one per slot, e.g. wooden path Fixed: Mobs dropping Jonas parts (e.g. Double-headed Drifter) and random loot in chests could repeat a sequence, now truly random Fixed: Worldgen exceptions if multithreaded worldgen enabled and a Translocator is spawned Fixed: Distant tule were colored white-ish Fixed: Jonas lamps, Gas lamps and Banners were not repairable with glue Fixed: Clutter bookshelves names not localized in repair chat messages Fixed: (1.19.5-rc.1 issue) Labels not appearing on crates when first drawn, and other label issues Fixed: various handbook and block HUD info issues: Aged version of Antler mounts missing from handbook and Creative inventory Falx handbook entry showing mining speed for wood and leaves, when it cannot break either Purpleheart and Ebony tree logs block HUD info incorrectly stated they were breakable with Stone axe Incorrect help tip on wooden pan [GitHub report #3680] Fixed: Various crashes Rare crash when typing during drunken effect Very rare crash involving a pot of jam on the point of turning rotten Crash when clicking on a food container while holding a bowl containing Rot Rare but long-standing crash when clay-forming [GitHub #3713 #2284] Very rare crash when chiseling in multiplayer [GitHub #3688] /kick command crashing a dedicated server if no kick reason given Renderer crashing if a dropped item has an id which has been removed from the game (e.g. because a mod was removed) Fixed: Movespeed command not working /player [player] movespeed [amount] Fixed: Worldconfig allowLandClaiming not being respected when using /land commands Fixed: WorldEdit mirror functionality issue with chiseled blocks Fixed: WorldEdit control "Cloud Y Position" not working for some languages like German API Fixed: WorldAPI RegionMapSizeX would return a size off by one since game version 1.12.9. Affected methods are MapRegionIndex2D, MapRegionPosFromIndex2D, MapRegionIndex2DByBlockPos API Fixed: Chatcommands with multiple `WithPreCondition` or a pre-condition and `RequiresPlayer` would over-write each other. Now all pre-conditions are checked and if one pre-condition returns EnumCommandStatus.Error it won't process the command further. View full record
  19. Dear Extraordinary Survivalists v1.19.5-rc.2/3, a unstable release, is now available to download through the account manager. [Edit:] Also released rc.3 to fix more issues with the hammer and other tools! After a short time off on my end it is time to resume the prosaic process of patching to perfection! Possibly preposterous, perhaps, yet purposeful. Screenshot by Chuchi Gucci, shared in #screenshots Game updates Fixed: Multiple smithing and player animation issues Smithing not registering hits sometimes. Action/Sound not in sync with animation Smithing hit action sometimes executing twice Some player animations stopping too early, causing jerky movement (e.g. left mouse with hammer) Some left-mouse actions sometimes looping the animation multiple times Other players' animations no longer running Fixed: Trader wandering off while trading Fixed: Boars with offspring attacking on passive mode Fixed: Shapeless recipes not consuming ingredients if spread out with only one per slot, e.g. wooden path Fixed: Mobs dropping Jonas parts (e.g. Double-headed Drifter) and random loot in chests could repeat a sequence, now truly random Fixed: Worldgen exceptions if multithreaded worldgen enabled and a Translocator is spawned Fixed: Distant tule were colored white-ish Fixed: Jonas lamps, Gas lamps and Banners were not repairable with glue Fixed: Clutter bookshelves names not localized in repair chat messages Fixed: (1.19.5-rc.1 issue) Labels not appearing on crates when first drawn, and other label issues Fixed: various handbook and block HUD info issues: Aged version of Antler mounts missing from handbook and Creative inventory Falx handbook entry showing mining speed for wood and leaves, when it cannot break either Purpleheart and Ebony tree logs block HUD info incorrectly stated they were breakable with Stone axe Incorrect help tip on wooden pan [GitHub report #3680] Fixed: Various crashes Rare crash when typing during drunken effect Very rare crash involving a pot of jam on the point of turning rotten Crash when clicking on a food container while holding a bowl containing Rot Rare but long-standing crash when clay-forming [GitHub #3713 #2284] Very rare crash when chiseling in multiplayer [GitHub #3688] /kick command crashing a dedicated server if no kick reason given Renderer crashing if a dropped item has an id which has been removed from the game (e.g. because a mod was removed) Fixed: Movespeed command not working /player [player] movespeed [amount] Fixed: Worldconfig allowLandClaiming not being respected when using /land commands Fixed: WorldEdit mirror functionality issue with chiseled blocks Fixed: WorldEdit control "Cloud Y Position" not working for some languages like German API Fixed: WorldAPI RegionMapSizeX would return a size off by one since game version 1.12.9. Affected methods are MapRegionIndex2D, MapRegionPosFromIndex2D, MapRegionIndex2DByBlockPos API Fixed: Chatcommands with multiple `WithPreCondition` or a pre-condition and `RequiresPlayer` would over-write each other. Now all pre-conditions are checked and if one pre-condition returns EnumCommandStatus.Error it won't process the command further.
  20. Dear Extraordinary Survivalists v1.19.5-rc.1, a unstable release, is now available to download through the account manager. Yet another Bugfixing and Tuning Patch. Comes with 10% fewer bugs but might have 15% increased scent of bugspray. Screenshot by Fishy, shared in #screenshots Game updates Revert: 20% mining speed debuff on Rock has been undone. The other debuffs remain Tweak: When selecting any language in Interface settings, the restart server and community translations messages are immediately localised Tweak: Linux and macOS users, selecting an Asian language or Arabic, are given a warning message (in English) to check their fonts Tweak: More first person hands animation tuning Tweak: Adjusted animation for raising your temporal stability Tweak: Bucket now visually stays level when selected Tweak: Improved watering can ready animation Tweak: Adjusted impact and sound frame for smithing Tweak: Watering animation with a watering can now looks better Fixed: Freezing animation no longer continues indefinitely Fixed: Animation Jitter on axehit. Experimental. Might break stuff Fixed: Ready pose for shovel fixed again Tweak: Buffed warmth on reindeer herder coats and boots Fixed: Various potential crashes if packets received or threads still ticking during client shutdown; should fix modded multiplayer server connection issues Fixed: Font issues when switching language to Thai, Chinese (Simplified) or Chinese (Traditional) Fixed: Angry bees not stinging the player Fixed: Further attempt to fix very rare crash with EntityItem; added additional debug logging Fixed: Resolve issue when executing the /stop command immediately after joining a singleplayer world Fixed: Bighorn sheep (and some deer) still had wrong step heights in 1.19.4 Fixed: 1.19.4 crash if pies were placed on clutter tables Fixed: Topsoil grass re-growth did not match original worldgen grass Fixed: Item transfer between inventories using mouse was not logged to server-audit.txt, chute placement is now also audit logged to counter item siphoning Fixed: Dyes very chunky looking when inside barrels Fixed: Should fix a rare startup crash when logging off sitting Fixed: Anvil merging derp and hammering sound not playing Fixed: Ore map generators no longer seed-deterministic since 1.18.8 upon game restart Fixed: Clutter bookshelves were missing the same glue-repairing mechanism as other clutter Fixed: Potential crash with shields if no space for texture etc (GitHub issue 3598) Fixed: Plant container error if the container block does not exist, for example when a mod was removed Fixed: Fixed curd bundles abusable as infinitely lasting food storage. Remove curd bundle from creative inventory because these are now always empty Fixed: In Homo Sapiens game mode (or others where lore content is off) locust nests would still spawn Fixed: Torches would not start fires in leaves, grass etc. with Shift+right click Fixed: Peanuts and Olives not visible in meals Fixed: Bug in creature pathfinding system that prevented them to walk towards their intended goal Fixed: Very rare exception issue logged to file, related to axles Fixed: /gm sp command not setting player to spectator mode Fixed: Shader compile error on Intel internal graphics Fixed: Properly fix crashes / texture atlas overflow related to labeled crates Api Tweak: Items/Blocks can now define an attribute "inBarrelShape" to determine their shape inside a barrel Api Tweak: Don't crash on invalid GroundStack
  21. Dear Extraordinary Survivalists v1.19.5-rc.1, a unstable release, is now available to download through the account manager. Yet another Bugfixing and Tuning Patch. Comes with 10% fewer bugs but might have 15% increased scent of bugspray. Screenshot by Fishy, shared in #screenshots Game updates Revert: 20% mining speed debuff on Rock has been undone. The other debuffs remain Tweak: When selecting any language in Interface settings, the restart server and community translations messages are immediately localised Tweak: Linux and macOS users, selecting an Asian language or Arabic, are given a warning message (in English) to check their fonts Tweak: More first person hands animation tuning Tweak: Adjusted animation for raising your temporal stability Tweak: Bucket now visually stays level when selected Tweak: Improved watering can ready animation Tweak: Adjusted impact and sound frame for smithing Tweak: Watering animation with a watering can now looks better Fixed: Freezing animation no longer continues indefinitely Fixed: Animation Jitter on axehit. Experimental. Might break stuff Fixed: Ready pose for shovel fixed again Tweak: Buffed warmth on reindeer herder coats and boots Fixed: Various potential crashes if packets received or threads still ticking during client shutdown; should fix modded multiplayer server connection issues Fixed: Font issues when switching language to Thai, Chinese (Simplified) or Chinese (Traditional) Fixed: Angry bees not stinging the player Fixed: Further attempt to fix very rare crash with EntityItem; added additional debug logging Fixed: Resolve issue when executing the /stop command immediately after joining a singleplayer world Fixed: Bighorn sheep (and some deer) still had wrong step heights in 1.19.4 Fixed: 1.19.4 crash if pies were placed on clutter tables Fixed: Topsoil grass re-growth did not match original worldgen grass Fixed: Item transfer between inventories using mouse was not logged to server-audit.txt, chute placement is now also audit logged to counter item siphoning Fixed: Dyes very chunky looking when inside barrels Fixed: Should fix a rare startup crash when logging off sitting Fixed: Anvil merging derp and hammering sound not playing Fixed: Ore map generators no longer seed-deterministic since 1.18.8 upon game restart Fixed: Clutter bookshelves were missing the same glue-repairing mechanism as other clutter Fixed: Potential crash with shields if no space for texture etc (GitHub issue 3598) Fixed: Plant container error if the container block does not exist, for example when a mod was removed Fixed: Fixed curd bundles abusable as infinitely lasting food storage. Remove curd bundle from creative inventory because these are now always empty Fixed: In Homo Sapiens game mode (or others where lore content is off) locust nests would still spawn Fixed: Torches would not start fires in leaves, grass etc. with Shift+right click Fixed: Peanuts and Olives not visible in meals Fixed: Bug in creature pathfinding system that prevented them to walk towards their intended goal Fixed: Very rare exception issue logged to file, related to axles Fixed: /gm sp command not setting player to spectator mode Fixed: Shader compile error on Intel internal graphics Fixed: Properly fix crashes / texture atlas overflow related to labeled crates Api Tweak: Items/Blocks can now define an attribute "inBarrelShape" to determine their shape inside a barrel Api Tweak: Don't crash on invalid GroundStack View full record
  22. Dear Extraordinary Survivalists v1.19.4, a stable release, is now available to download through the account manager. Over 200 features, tweaks and fixes later, the 1.19.4 update looks in a good state to us now. The new First Person view (fp) mode introduced in 1.19 also looks to be in a decent state by now. Some areas still need fine tuning, but we'd like to believe it's now in a qualitatively better state than the hand-less fp mode of 1.18. Featured changes include a rebalancing of loot in ruins - obtaining clutter blocks is now more challenging and requires plentiful application of glue, but at the same time there is more variety in the smaller objects found in chests and containers among the ruins. We also added placeable hides, and a new wireframe color setting in the Accessibility tab to assist players with color vision impairments. Screenshot by Daag, shared in #screenshots Screenshots Glue making mechanic, use glue to repair and obtain ruin clutter Barrels finally received the long anticipated model overhaul Hides have new models and textures, and can be placed on the ground Mouse buttons are now re-bindable Game updates All the changes from 1.19.4-rc.1, 1.19.4-rc.2 and 1.19.4-rc.3: Feature: Clutter blocks shatter when broken, unless first repaired using glue Clutter blocks can no longer be obtained with a 50% chance by breaking them, they now require repair in situ. Partially-repaired blocks have a chance of not shattering. Clutter blocks already obtained by players are safe from shattering This shatter rule is configurable on a per-world basis (and is by default disabled in the Exploration play style). New world configuration option "Clutter obtainable" Pitch glue can be made by cooking up resin and powdered charcoal. A pot of glue can be used to repair clutter blocks within ruins, simply right-click with the pot in the active hand Glue hardens within a few hours after it is made, but hardened glue can be re-heated in a firepit. Players wanting to repair clutter may need to create a firepit close to the ruins Cooking pots can now be used to cook non-food items; but cooking such substances in a pot will result in a "Residue-covered pot" which can never again be used for meal recipes: nobody likes to eat glue! Powdered charcoal is made by grinding charcoal on a quern Feature: "With great ruins comes great lootability" A wider selection of loot is potentially available in chests and other containers within ruins, both on the surface and underground Some containers may contain smaller clutter objects (if found in chests, these therefore can be obtained without any need to repair them) A new cellar is included in one of the large ruins Feature: Re-bindable mouse buttons (as first mentioned in the 1.19.0-rc1 news) Any keyboard control or macro can now alternatively be configured to a mouse button [Detail: in Settings, Controls tab, click on any setting and then to set it, click a mouse button instead of a key. Left, middle, right buttons and, for multi-button mice, up to 5 additional buttons are supported] In-game left, right and middle mouse-clicks can be re-bound, either to different mouse buttons or to keyboard keys. For example left and right mouse buttons can be swapped, or for mice with only two buttons, a keyboard key can be used for middle clicking Pick block is now re-bindable to any key or mouse button Feature: In the Accessibility settings tab, knapping, clayforming, smithing voxel wireframe colors are now configurable between different presets. In addition to the standard setting, two alternative presets for these colors are provided, chosen for better contrast for players with certain types of color blindness (color vision anomaly) Tweak: Hides are now 3D models, and can be placed on the ground Raw hides will begin to rot after 5 days. Oiling or soaking the hide will prevent it from rotting. Tweak: Improved visuals for barrels and troughs New barrel models Barrel contents appearance for raw vegetables more closely matches the actual vegetable (Cabbage, Carrot, Onion, Parsnip, Pumpkin, Turnip, and Bell pepper) Improved appearance of some other items in barrels (Cooked bushmeat, fish, poultry, redmeat; raw mixed vegetable) Vegetables in troughs now have the same appearance as vegetables in barrels, with some extra tweaks at the borders Minor tweaks to appearance of both small and large troughs, and rot models Fixed: grains in troughs did not use proper texture; dry grass (hay) in troughs had too much shadow Tweak: Performance improvements: do more, with less! Several memory optimizations, resulting in the game requiring less RAM overall, and fewer memory-related lag spikes: Reduce server and singleplayer RAM usage around 250MB overall [detail: Schematics used by ruins and villages are now cached and partly lazy-loaded] Reduce climb in RAM usage on client when moving to new world areas Additional loaded ruins and other schematics RAM optimisations, with larger savings when using certain mods Mitigate rapidly climbing RAM usage and lag spikes resulting from it, especially when the same chunk had to be redrawn multiple times when blocks within a chunk were modified often. (Technical details: Reduced GC pressure by reduced heap allocation during chunk tesselation, by reusing instead of re-allocating MeshData objects. Can be disabled by adding the following new line in the boolSettings area of clientsettings.json: "disableMeshRecycler: true" or the corresponding .clientconfigcreate command, requires game restart to take effect) Minor server-side RAM optimisations when saving or sending chunks Minor RAM optimisations for Microblocks, Clutter etc. Fixed: Slow cumulative memory leak on long-running game client, seen after many hours of play Fixed: Lag spikes when starting to type in chat or handbook (only seen with RAM mode set to "Aggressively Optimize") Fixed: Total memory use: the debug screen and /stats command showed too high a value, more than Task Manager showe Reduce network usage in large-scale multiplayer games [detail: Fewer entity position update packets for dropped items, dead creatures and other non-moving entities] Minor optimisations to clayforming Reduced client-side lag spikes from doors in newly loaded chunks Fixed: Server was sometimes unnecessarily sending the same chunk to the client twice (e.g. following a teleport) Tweak: Gameplay balancing Soil, sand and stone mining resistance are all increased by 20% (take longer to mine), gravel resistance is decreased 20% [note: part of the thinking behind this is that obtaining these heavy materials should be more time-consuming, relative to obtaining wood or small blocks; it also helps block breaking time match up better with the shovel and pick animations in some cases; players and servers who preferred the old speeds can, if they like, adjust global mining speed for all blocks in world configs] Cobblestone mining speed slowed, to be more in line with other stone materials; cobble stairs now mine at the same speed as other cobble blocks Mountainous creatures (deer, goats, bighorn sheep) now take less fall damage, should mitigate issues when they flee off precipices Chickens and chicks now take slightly less damage from falls, compared with other creatures Entities (except when fleeing) now strongly avoid pathing through boiling water Moose jump height is reduced to 2 blocks, less than most deer Fancy linen patterns (square/offset/diamond pattern) are now a Tailor-exclusive grid recipe. Make them using normal linen, plus sewing kit, in various configurations. Any player can turn fancy linen back into the normal linen pattern using shears, in grid Commodity trader no longer sells square/offset/diamond linen patterns, only normal Cooking pots are shelf-storable Whole pumpkins can no longer be placed in a trough as animal feed, they must first be sliced Tule, cattail, and papyrus roots all now cook into the same food item: 'cooked wild rhizomes' Tule now has plantable roots. Tule, cattails, and papyrus now have planter and flowerpot models that respond to climate Auto-close the trader dialog and trading window when a player moves out of range of the trader Support beams placed on blocks can now be individually removed instead of all at once (not yet on chiseled blocks, sorry) Chiseled blocks with beams on them, when broken, now only drop the beams in Survival mode Meta blocks such as Command blocks and stack randomizers no longer drop when broken by players in Survival mode [note: in Survival mode, meta blocks are normally invisible and therefore untargetable by players, but players have a setting to enable visibility and targeting of such blocks, mainly intended for mod and map makers] Fixed: .cam command was available to Survival players Tweak: New first person mode tuning In the Interface settings tab, players can now change the field of view for the first person mode hands, reduced default FoV from 90 to 75. This mitigates first person hands looking unnaturally long. Better synced smithing sound and action Added shield block pose when blocking with right hand Added custom animations for the bug net and squeezing honeycombs Added animation for inserting temporal gear with a knife (to restore the player's temporal stability) More sluggish mouse movement and seraph model rotation while swimming Tools now follow the player's cursor more closely in first person mode. Less jarring transition back to tool ready position, after using a tool to hit Impove feel of axe, club and hammer when used as a weapon Adjustments to falx, axe and cleaver first-person animations Adjusted position for held crushed items Adjusted shield transforms and other off-hand transforms Fixes to some animations endlessly repeating after an action Knife cut animation Chisel ready animation, after switching from chisel to empty slot Using torch to light a firepit, whenever a torch was then held Torch in hand - could endlessly repeat instead of holding it out straight Shield block pose not stopping when placing the shield on an armor stand Player endlessly holstering spear after world reload Fixed: Block edge sitting was sometimes triggered in the wrong places Fixed: Block edge sitting looked strange in first-person if the camera is rotated beyond a normal neck angle; camera is now rotation-limited in this pose Fixed: Hammer and chisel animation working properly again Fixed: Hammer no longer clips into the camera when breaking blocks with it in the off-hand. Fixed: First hit animations on spear now consistent with all subsequent hits Fixed: Shovel ready animation now longer firmly attached Fixed: Idle animations for lanterns and pumpkin fruit Fixed: Melee attacks with weapons, at the same time as getting attacked, did not damage entities in some cases and played a weird animation Fixed: Held Torch particles spawning in the wrong location when the fp hands FoV different significantly from the FoV settings in the graphics ta Tweak: Seraph hair and clothing improvements Snow goggles and glasses are now worn on the face location, rather than the head - so these can now be combined with hats Ponytail parts removed from basic seraph model Fixed: hats would show through helmets Fixed: Hair side braids and side buns adjusted to not conflict as much with messenger hat Fixed: emblems were set to wear on the wrist Fixed: inventory and handbook positioning of several arm, head and jewellery items, and rusty and temporal gears Tweak: Other visual fine tuning More detailed skulls on human skeletons. Special skeleton has smaller skull Feather item now has a 3D model; improved rot model Beeswax, Fat and Raw fish models now smaller when placed on the ground Improved positioning of some food items (thanks to Sonya!) Bunches or piles of food items generally now held with both hands Pixel-level polish to the layout of block interaction help Fixed: Soldered copper sheet texture would sometimes show up amongst world-placed copper sheets Fixed: Jonas parts positioning in display cases was not correct Fixed: Various fixes to antlers and goat horns (Guemal, Caribou, Marsh deer, Pampas deer, Tur goat, Takin goat) Fixed: Many antlers invisible in the handbook Fixed: Antler mount hitboxes were too large; diamond antler mount was not quite centered Fixed: Incorrect appearance of breadfruit in cooking pot meals Fixed: Pickled pumpkin now has different texture from un-pickled pumpkin Fixed: z-fighting on copper spear Fixed: Mianguan had bad display case transform Fixed: Resonator had missing texture pattern Fixed: Jarring text/button overflow in Vintagehosting Server Configuration screen Fixed: Stretched crate label item images Fixed: Missing textures on the Thunderlord (also affectionately known as 'Dave') Tweak: Handbook fine tuning Improved text layout and formatting on Handbook pages Minor improvements to Command Handbook layout The knapping guide makes clear that knapping creates a tool head, not an actual tool Handbook entry for deer explains that they cannot be domesticated, milked or bred Fancy-stitched linens are now included in the handbook Handbook entry for clay no longer mentions finding clay on the map, as the default map style does not show clay differently from soil Changed order of presentation of information in the descriptive text for wearable items Minor information corrections in English guides in handbook (Animal husbandry, Helve hammer mechanisation) More use of the current configuration for right mouse button, in any handbook text referencing right-click actions Fixed: link to glass in the greenhouse guide Fixed: in the initial Create character dialog, game unpausing when clicking on a handbook link in the player class description Tweak: Positional sounds on moving objects more accurately update their positions Tweak: Improved collision/selection boxes for ancient book pile clutter Tweak: Hot springs now cannot spawn under lakeice or saltwater Tweak: Mod Manager shows warning dialog if a player attempts to disable the mods comprised in vanilla Vintage Story (Creative Mode, Essentials, Survival Mode) Tweak: Graphics settings menu, if only essential settings are shown, now shows a tip indicating that there are additional settings Tweak: Add Window Mode setting "Fullscreen + Always on top", which prevents the window from auto-minimizing when it loses focus, useful for dual monitor setups Tweak: /db prune command is now available on hosted servers to reduce filesize and to allow new worldgen in explored but unused areas of the map; usage fully explained in the in-game Command Handbook Tweak: New /dev bookshelfvariant l[] inc/dec subcommands to "scroll" through variants. Note: similarly to other commands, this can be set as a macro and bound to a hotkey Tweak: Localization and language changes All trader dialogue is now translatable Added two new translations: Thai and Chinese Traditional. Cooking pot contents "x servings of y" now localized, and the English text uses plural format; similar plural format use for the new 'portions of' translations for non-food cooking pot contents In English, for wearables descriptions and handbook text, "Cloth category" is now "Clothing category" and some capitalisation changes for consistency In the cooking pot "Will make X servings of Y" message seen in firepit, the meal name Y is automatically converted to lowercase by code: this conversion now better handles accents, in certain languages Settings menu made more spacious to allow individual setting names to be on a single line in more cases, even if in some languages the name is wider than the English text "Melting" transformation for snowballs in handbook now localized Rock instability % in block info now localized Block interaction help for Support beam and Prospecting Pick was not localized, in non-English languages Fixed: In the Settings, Interface tab, the language selection dropdown box could drop below the bottom of the screen Fixed: Garbled text on Korean translations (for existing players, switch language to English then back to Korean to fix) Fixed: Localization crash in TranslationService.PluralFormat with certain formatted strings Fixed: Localization strings, if plural format {p... used more than once in the same string it didn't work Update community translations Fixed: Game unplayable (immediate crash) on operating systems set to Thai language and perhaps certain other languages as the default system language Fixed: Creatures stacking / bouncing on top of each other and thus escaping pens Fixed: Player (and other entities) clipping through walls when taking knockback damage, or at certain specific positions in the world Fixed: Ruins with missing textures underwater, in Arctic regions Fixed: Worldgen borders still sometimes visible at edges of map regions, in worldgen from game versions 1.19.0-1.19.3 [note: existing maps might now be fixable using /db prune command or /wgen regen command, see documentation for those commands] Fixed: Dropped backpacks and handbaskets not having correct item despawn timer until now (sorry for past lost items!) Fixed: Freeze and texture atlas leak (sometimes severe visual corruption) caused by having numerous labeled crates Fixed: Support beams were forever stuck to chiseled blocks. Now they fall off when the chiseled block is broken Fixed: Block breaking decal for support beams Fixed: Rare duplication of entities (e.g. following teleport sometimes) - may fix some doppelganger issues in multiplayer, time will tell Fixed: Chickens were eating from large troughs in 1.19, which was unintended Fixed: Mechanical damage bonus not applied for the Clockmaker. Animal loot modifier unintentionally applied to mechanicals. Fixed: Chute pushing into Archimedes screw could get items stuck and stop the flow Fixed: Rare boulders and loose stones placed inappropriately on top of ruins by worldgen Fixed: Multiple issues with ruins generated in tiny worlds or near the map edge Fixed: In Multiplayer, firewood or ingot piles or other ground storables could be invisible when newly placed Fixed: Wooden crates did not have their correct capacities for the type of wood Fixed: Farmland and panned gravel/sand layers created weird lighting on neighbours when placed in corners Fixed: Scroll rack block info showed the scroll in the wrong slot Fixed: Scroll rack had various minor issues and janks when two racks are side-by-side Fixed: Bears and other creatures spawning inside snow blocks now correctly positioned Fixed: Burned out torch making extinguishing sounds when thrown in water Fixed: Burning entities and items were not extinguished by salt water Fixed: Inconsistent attachment of signs on left and right end of a trunk Fixed various issues with traders: Modify trader place auction slot to prevent accidental item disappearance with shift-click Resolve trader visual duplication bug for items [thanks to korobya GH PR 34] Address issue where "your offer" slots at the trader allow any item to be shift-clicked into [thanks to korobya GH PR 34] Eliminate duplicated audit logs for creative and trader inventory open/close [thanks to korobya GH PR 34] Fixed: WorldEdit flood-fill tool, on undo, did not clean up water when there was a block and water in the same position, e.g. loose stones underwater Fixed: WorldEdit block removal tools, if blocks had decor on them (linen, carpet, lichen, mold etc) the decor would drop instead of being removed Fixed: File drop of schematics for WorldEdit, while game was paused, could be reported as an error Fixed: In WorldEdit blocks preview, GL errors with imported/copied schematics including open barrels with liquid contents Fixed: In WorldEdit blocks preview, surface grass color (topsoil) and liquids were not drawn at all Fixed: WorldEdit import of certain schematics could log errors from BETransient, and related issues Fixed: 2 rare issues with Clutter bookshelf in schematics, causing incomplete imports Fixed: In Multiplayer, a mod configured a certain way could make it impossible to connect to a modded server - if the required mod was Universal but had requiredOnServer set to false, the client would endlessly re-download the mod before joining the server, even if it had it already Fixed: In the Multiplayer 'Add New Server' screen, prevent entry of obviously wrongly-formatted host names Fixed: Various rare crashes and logged errors Rare crash when looking at cheese! Crash involving EntityItem Handbook crash when clicking on drops from stony rubble Multiplayer crashes with traders and auctions: If another player on the server also buys or creates an auction while you are trading Crash with Command Block in Developer Mode FruitTreeRoot errors in logs at world load Error from Microblocks during snow melt Serverside exception error log on "AiTaskSeekFoodAndEat.suitableFoodSource" Importing schematics with missing entity types or liquids inside buckets, from removed mods, would error Rotating a chiseled bookshelf (legacy) using wrench would result in game crash (also for chiseled Log sections) Rare crash when destroying a lot of beams on one block Rare Multiplayer crash if an in-game warning message is sent by a mod before client has fully joined a server Multiplayer game crashing when connecting to a server with mods missing on the client Log spam for attempted drifter spawns when Temporal Stability is disabled in world config Crashes when dying holding sling, bow and certain other items Crash when editing book, using backspace key at the end of the text, and deleting backwards through a page break Rare crash relating to Fruit press Fixed: Re-add /land claim abbreviated grow commands (/land claim gu/gd/gn/ge/gs/gw, su/sd/sn/se/ss/sw) Fixed: Item id remapper command /iir getid not working Fixed: /db prune did not delete Structure locations, preventing ruins and traders from properly regenerating Mod API Tweak: Missing dependencies now listed in the mod manager Tweak: Added a new attachment point on the seraph model for off-hand animations Tweak: Log an error if HeldRightReadyAnimation and HeldRightTpIdleAnimation for an item are set to the same animation Tweak: New and updated stackrandomizers are available to allow random loot to be placed in containers in schematics; and these randomizers can be modded to add or change loot in vanilla ruins: for details see the randomizers in assets/survival/itemtypes/meta Tweak: If an item specifies a renderVariant, and the shape cannot be found, log an error instead of crashing Tweak: Modded spears should now include behavior "AnimationAuthoritative", see vanilla spear.json for an example Tweak: Added entity property fallDamageMultiplier Notice: Entity boolean property fallDamage will become obsolete in v1.20 and removed in v1.21. Use fallDamageMultiplier: 0.0 instead Fixed: Block patches with NearSeaWater placement now detect salt water properly Fixed: Incorrect door and chest took on wrong appearance when animated in heavily modded games, due to multiple texture atlas creation, when using default texture atlas sizes Fixed: Microblocks not allowing 255 materials Additional minor tweaks relevant only to coded mods: KeyConfiguration used for hotkeys can now also represent a mouse button; mouse buttons are treated like keyboard keys with keycodes 240-247 For AITasks, the EntityPartitioning system is now divided more logically into Creatures and Inanimate entities, use EnumEntitySearchType to specify which For all string IndexOf(), StartsWith() or EndsWith() operations on strings representing game internal elements, for example AssetLocation, texture codes and other dictionary keys or anything found in JSON code, StringComparison.Ordinal should be used for culture independence. See .NET Best Practice Guide. Vintagestory.API.Util now provides helper methods string.IndexOfOrdinal(), string.StartsWithOrdinal() and string.EndsWithOrdinal() which you can use; and for AssetLocations, ordinal comparison is built-in to new convenience method AssetLocation.PathStartsWith() Mods can access and change climbUpSpeed and climbDownSpeed in an entity's BehaviorControlledPhysics Marked UsingHeldItemTransformBefore/After as obsolete Exposed GetRecipeRegistry() in IWorldAccessor BlockEntity.GetBlockInfo() exceptions now trapped and logged, a simple error line is shown in the Block Info HUD Exceptions thrown by ticking a BlockEntity are now logged with position of entity and type; override BlockEntity.TickingExceptionHandler to change this behavior Exceptions thrown by BlockEntity.FromTreeAttributes() are now logged with position of entity and type Any mod directly accessing BlockEntityMicroBlock.sideAlmostSolid or .sidecenterSolid should re-compile for 1.19.4 (no actual code change in the mod should normally be required, but the field type changed, pull latest VSSurvivalMod source from GitHub) Notice: For coded mods using native binaries (.dll in Windows) in a /native folder, these will now not get loaded automatically (they would produce 'Bad IL format' errors at loading time anyhow). Applies to native binaries representing either libraries or a mod's own code not written in C#. Mods needing to load native binaries should instead write their own short DllImportResolver method [example] to locate their native binaries properly for each platform, and also include a static call to set that DllImportResolver [example line of code] Changes since 1.19.4-rc.3 (also listed above) Tweak: Updated to latest community translations Fixed: .cam command were available to survival players Fixed: Missing mod dependency of a mod dependency crashing the mod manager Fixed: /db prune did not delete Structure locations preventing them from regenerating Fixed: Held Torch particles spawning in the wrong location when the fp hands FoV different significantly from the FoV settings in the graphics tab Fixed: WorldEdit import of certain schematics could log errors from BETransient, and related issues Fixed: Slow cumulative memory leak on long-running game client Fixed: In WorldEdit, GL errors when previewing imported/copied schematics including open barrels with liquid contents Fixed: In the WorldEdit blocks preview, surface grass color (topsoil) and liquids were not drawn at all Fixed: 2 rare issues with Clutter bookshelf in schematics, causing incomplete imports Fixed: Rare shutdown exception in ChunkTesselator seen only in Dev environment Fixed: Freeze and texture atlas leak caused by labeled crates Fixed: Missing textures on the Thunderlord (also affectionately known as 'Dave') View full record
  23. Dear Extraordinary Survivalists v1.19.4, a stable release, is now available to download through the account manager. Over 200 features, tweaks and fixes later, the 1.19.4 update looks in a good state to us now. The new First Person view (fp) mode introduced in 1.19 also looks to be in a decent state by now. Some areas still need fine tuning, but we'd like to believe it's now in a qualitatively better state than the hand-less fp mode of 1.18. Featured changes include a rebalancing of loot in ruins - obtaining clutter blocks is now more challenging and requires plentiful application of glue, but at the same time there is more variety in the smaller objects found in chests and containers among the ruins. We also added placeable hides, and a new wireframe color setting in the Accessibility tab to assist players with color vision impairments. Screenshot by Daag, shared in #screenshots Screenshots Glue making mechanic, use glue to repair and obtain ruin clutter Barrels finally received the long anticipated model overhaul Hides have new models and textures, and can be placed on the ground Mouse buttons are now re-bindable Game updates All the changes from 1.19.4-rc.1, 1.19.4-rc.2 and 1.19.4-rc.3: Feature: Clutter blocks shatter when broken, unless first repaired using glue Clutter blocks can no longer be obtained with a 50% chance by breaking them, they now require repair in situ. Partially-repaired blocks have a chance of not shattering. Clutter blocks already obtained by players are safe from shattering This shatter rule is configurable on a per-world basis (and is by default disabled in the Exploration play style). New world configuration option "Clutter obtainable" Pitch glue can be made by cooking up resin and powdered charcoal. A pot of glue can be used to repair clutter blocks within ruins, simply right-click with the pot in the active hand Glue hardens within a few hours after it is made, but hardened glue can be re-heated in a firepit. Players wanting to repair clutter may need to create a firepit close to the ruins Cooking pots can now be used to cook non-food items; but cooking such substances in a pot will result in a "Residue-covered pot" which can never again be used for meal recipes: nobody likes to eat glue! Powdered charcoal is made by grinding charcoal on a quern Feature: "With great ruins comes great lootability" A wider selection of loot is potentially available in chests and other containers within ruins, both on the surface and underground Some containers may contain smaller clutter objects (if found in chests, these therefore can be obtained without any need to repair them) A new cellar is included in one of the large ruins Feature: Re-bindable mouse buttons (as first mentioned in the 1.19.0-rc1 news) Any keyboard control or macro can now alternatively be configured to a mouse button [Detail: in Settings, Controls tab, click on any setting and then to set it, click a mouse button instead of a key. Left, middle, right buttons and, for multi-button mice, up to 5 additional buttons are supported] In-game left, right and middle mouse-clicks can be re-bound, either to different mouse buttons or to keyboard keys. For example left and right mouse buttons can be swapped, or for mice with only two buttons, a keyboard key can be used for middle clicking Pick block is now re-bindable to any key or mouse button Feature: In the Accessibility settings tab, knapping, clayforming, smithing voxel wireframe colors are now configurable between different presets. In addition to the standard setting, two alternative presets for these colors are provided, chosen for better contrast for players with certain types of color blindness (color vision anomaly) Tweak: Hides are now 3D models, and can be placed on the ground Raw hides will begin to rot after 5 days. Oiling or soaking the hide will prevent it from rotting. Tweak: Improved visuals for barrels and troughs New barrel models Barrel contents appearance for raw vegetables more closely matches the actual vegetable (Cabbage, Carrot, Onion, Parsnip, Pumpkin, Turnip, and Bell pepper) Improved appearance of some other items in barrels (Cooked bushmeat, fish, poultry, redmeat; raw mixed vegetable) Vegetables in troughs now have the same appearance as vegetables in barrels, with some extra tweaks at the borders Minor tweaks to appearance of both small and large troughs, and rot models Fixed: grains in troughs did not use proper texture; dry grass (hay) in troughs had too much shadow Tweak: Performance improvements: do more, with less! Several memory optimizations, resulting in the game requiring less RAM overall, and fewer memory-related lag spikes: Reduce server and singleplayer RAM usage around 250MB overall [detail: Schematics used by ruins and villages are now cached and partly lazy-loaded] Reduce climb in RAM usage on client when moving to new world areas Additional loaded ruins and other schematics RAM optimisations, with larger savings when using certain mods Mitigate rapidly climbing RAM usage and lag spikes resulting from it, especially when the same chunk had to be redrawn multiple times when blocks within a chunk were modified often. (Technical details: Reduced GC pressure by reduced heap allocation during chunk tesselation, by reusing instead of re-allocating MeshData objects. Can be disabled by adding the following new line in the boolSettings area of clientsettings.json: "disableMeshRecycler: true" or the corresponding .clientconfigcreate command, requires game restart to take effect) Minor server-side RAM optimisations when saving or sending chunks Minor RAM optimisations for Microblocks, Clutter etc. Fixed: Slow cumulative memory leak on long-running game client, seen after many hours of play Fixed: Lag spikes when starting to type in chat or handbook (only seen with RAM mode set to "Aggressively Optimize") Fixed: Total memory use: the debug screen and /stats command showed too high a value, more than Task Manager showe Reduce network usage in large-scale multiplayer games [detail: Fewer entity position update packets for dropped items, dead creatures and other non-moving entities] Minor optimisations to clayforming Reduced client-side lag spikes from doors in newly loaded chunks Fixed: Server was sometimes unnecessarily sending the same chunk to the client twice (e.g. following a teleport) Tweak: Gameplay balancing Soil, sand and stone mining resistance are all increased by 20% (take longer to mine), gravel resistance is decreased 20% [note: part of the thinking behind this is that obtaining these heavy materials should be more time-consuming, relative to obtaining wood or small blocks; it also helps block breaking time match up better with the shovel and pick animations in some cases; players and servers who preferred the old speeds can, if they like, adjust global mining speed for all blocks in world configs] Cobblestone mining speed slowed, to be more in line with other stone materials; cobble stairs now mine at the same speed as other cobble blocks Mountainous creatures (deer, goats, bighorn sheep) now take less fall damage, should mitigate issues when they flee off precipices Chickens and chicks now take slightly less damage from falls, compared with other creatures Entities (except when fleeing) now strongly avoid pathing through boiling water Moose jump height is reduced to 2 blocks, less than most deer Fancy linen patterns (square/offset/diamond pattern) are now a Tailor-exclusive grid recipe. Make them using normal linen, plus sewing kit, in various configurations. Any player can turn fancy linen back into the normal linen pattern using shears, in grid Commodity trader no longer sells square/offset/diamond linen patterns, only normal Cooking pots are shelf-storable Whole pumpkins can no longer be placed in a trough as animal feed, they must first be sliced Tule, cattail, and papyrus roots all now cook into the same food item: 'cooked wild rhizomes' Tule now has plantable roots. Tule, cattails, and papyrus now have planter and flowerpot models that respond to climate Auto-close the trader dialog and trading window when a player moves out of range of the trader Support beams placed on blocks can now be individually removed instead of all at once (not yet on chiseled blocks, sorry) Chiseled blocks with beams on them, when broken, now only drop the beams in Survival mode Meta blocks such as Command blocks and stack randomizers no longer drop when broken by players in Survival mode [note: in Survival mode, meta blocks are normally invisible and therefore untargetable by players, but players have a setting to enable visibility and targeting of such blocks, mainly intended for mod and map makers] Fixed: .cam command was available to Survival players Tweak: New first person mode tuning In the Interface settings tab, players can now change the field of view for the first person mode hands, reduced default FoV from 90 to 75. This mitigates first person hands looking unnaturally long. Better synced smithing sound and action Added shield block pose when blocking with right hand Added custom animations for the bug net and squeezing honeycombs Added animation for inserting temporal gear with a knife (to restore the player's temporal stability) More sluggish mouse movement and seraph model rotation while swimming Tools now follow the player's cursor more closely in first person mode. Less jarring transition back to tool ready position, after using a tool to hit Impove feel of axe, club and hammer when used as a weapon Adjustments to falx, axe and cleaver first-person animations Adjusted position for held crushed items Adjusted shield transforms and other off-hand transforms Fixes to some animations endlessly repeating after an action Knife cut animation Chisel ready animation, after switching from chisel to empty slot Using torch to light a firepit, whenever a torch was then held Torch in hand - could endlessly repeat instead of holding it out straight Shield block pose not stopping when placing the shield on an armor stand Player endlessly holstering spear after world reload Fixed: Block edge sitting was sometimes triggered in the wrong places Fixed: Block edge sitting looked strange in first-person if the camera is rotated beyond a normal neck angle; camera is now rotation-limited in this pose Fixed: Hammer and chisel animation working properly again Fixed: Hammer no longer clips into the camera when breaking blocks with it in the off-hand. Fixed: First hit animations on spear now consistent with all subsequent hits Fixed: Shovel ready animation now longer firmly attached Fixed: Idle animations for lanterns and pumpkin fruit Fixed: Melee attacks with weapons, at the same time as getting attacked, did not damage entities in some cases and played a weird animation Fixed: Held Torch particles spawning in the wrong location when the fp hands FoV different significantly from the FoV settings in the graphics ta Tweak: Seraph hair and clothing improvements Snow goggles and glasses are now worn on the face location, rather than the head - so these can now be combined with hats Ponytail parts removed from basic seraph model Fixed: hats would show through helmets Fixed: Hair side braids and side buns adjusted to not conflict as much with messenger hat Fixed: emblems were set to wear on the wrist Fixed: inventory and handbook positioning of several arm, head and jewellery items, and rusty and temporal gears Tweak: Other visual fine tuning More detailed skulls on human skeletons. Special skeleton has smaller skull Feather item now has a 3D model; improved rot model Beeswax, Fat and Raw fish models now smaller when placed on the ground Improved positioning of some food items (thanks to Sonya!) Bunches or piles of food items generally now held with both hands Pixel-level polish to the layout of block interaction help Fixed: Soldered copper sheet texture would sometimes show up amongst world-placed copper sheets Fixed: Jonas parts positioning in display cases was not correct Fixed: Various fixes to antlers and goat horns (Guemal, Caribou, Marsh deer, Pampas deer, Tur goat, Takin goat) Fixed: Many antlers invisible in the handbook Fixed: Antler mount hitboxes were too large; diamond antler mount was not quite centered Fixed: Incorrect appearance of breadfruit in cooking pot meals Fixed: Pickled pumpkin now has different texture from un-pickled pumpkin Fixed: z-fighting on copper spear Fixed: Mianguan had bad display case transform Fixed: Resonator had missing texture pattern Fixed: Jarring text/button overflow in Vintagehosting Server Configuration screen Fixed: Stretched crate label item images Fixed: Missing textures on the Thunderlord (also affectionately known as 'Dave') Tweak: Handbook fine tuning Improved text layout and formatting on Handbook pages Minor improvements to Command Handbook layout The knapping guide makes clear that knapping creates a tool head, not an actual tool Handbook entry for deer explains that they cannot be domesticated, milked or bred Fancy-stitched linens are now included in the handbook Handbook entry for clay no longer mentions finding clay on the map, as the default map style does not show clay differently from soil Changed order of presentation of information in the descriptive text for wearable items Minor information corrections in English guides in handbook (Animal husbandry, Helve hammer mechanisation) More use of the current configuration for right mouse button, in any handbook text referencing right-click actions Fixed: link to glass in the greenhouse guide Fixed: in the initial Create character dialog, game unpausing when clicking on a handbook link in the player class description Tweak: Positional sounds on moving objects more accurately update their positions Tweak: Improved collision/selection boxes for ancient book pile clutter Tweak: Hot springs now cannot spawn under lakeice or saltwater Tweak: Mod Manager shows warning dialog if a player attempts to disable the mods comprised in vanilla Vintage Story (Creative Mode, Essentials, Survival Mode) Tweak: Graphics settings menu, if only essential settings are shown, now shows a tip indicating that there are additional settings Tweak: Add Window Mode setting "Fullscreen + Always on top", which prevents the window from auto-minimizing when it loses focus, useful for dual monitor setups Tweak: /db prune command is now available on hosted servers to reduce filesize and to allow new worldgen in explored but unused areas of the map; usage fully explained in the in-game Command Handbook Tweak: New /dev bookshelfvariant l[] inc/dec subcommands to "scroll" through variants. Note: similarly to other commands, this can be set as a macro and bound to a hotkey Tweak: Localization and language changes All trader dialogue is now translatable Added two new translations: Thai and Chinese Traditional. Cooking pot contents "x servings of y" now localized, and the English text uses plural format; similar plural format use for the new 'portions of' translations for non-food cooking pot contents In English, for wearables descriptions and handbook text, "Cloth category" is now "Clothing category" and some capitalisation changes for consistency In the cooking pot "Will make X servings of Y" message seen in firepit, the meal name Y is automatically converted to lowercase by code: this conversion now better handles accents, in certain languages Settings menu made more spacious to allow individual setting names to be on a single line in more cases, even if in some languages the name is wider than the English text "Melting" transformation for snowballs in handbook now localized Rock instability % in block info now localized Block interaction help for Support beam and Prospecting Pick was not localized, in non-English languages Fixed: In the Settings, Interface tab, the language selection dropdown box could drop below the bottom of the screen Fixed: Garbled text on Korean translations (for existing players, switch language to English then back to Korean to fix) Fixed: Localization crash in TranslationService.PluralFormat with certain formatted strings Fixed: Localization strings, if plural format {p... used more than once in the same string it didn't work Update community translations Fixed: Game unplayable (immediate crash) on operating systems set to Thai language and perhaps certain other languages as the default system language Fixed: Creatures stacking / bouncing on top of each other and thus escaping pens Fixed: Player (and other entities) clipping through walls when taking knockback damage, or at certain specific positions in the world Fixed: Ruins with missing textures underwater, in Arctic regions Fixed: Worldgen borders still sometimes visible at edges of map regions, in worldgen from game versions 1.19.0-1.19.3 [note: existing maps might now be fixable using /db prune command or /wgen regen command, see documentation for those commands] Fixed: Dropped backpacks and handbaskets not having correct item despawn timer until now (sorry for past lost items!) Fixed: Freeze and texture atlas leak (sometimes severe visual corruption) caused by having numerous labeled crates Fixed: Support beams were forever stuck to chiseled blocks. Now they fall off when the chiseled block is broken Fixed: Block breaking decal for support beams Fixed: Rare duplication of entities (e.g. following teleport sometimes) - may fix some doppelganger issues in multiplayer, time will tell Fixed: Chickens were eating from large troughs in 1.19, which was unintended Fixed: Mechanical damage bonus not applied for the Clockmaker. Animal loot modifier unintentionally applied to mechanicals. Fixed: Chute pushing into Archimedes screw could get items stuck and stop the flow Fixed: Rare boulders and loose stones placed inappropriately on top of ruins by worldgen Fixed: Multiple issues with ruins generated in tiny worlds or near the map edge Fixed: In Multiplayer, firewood or ingot piles or other ground storables could be invisible when newly placed Fixed: Wooden crates did not have their correct capacities for the type of wood Fixed: Farmland and panned gravel/sand layers created weird lighting on neighbours when placed in corners Fixed: Scroll rack block info showed the scroll in the wrong slot Fixed: Scroll rack had various minor issues and janks when two racks are side-by-side Fixed: Bears and other creatures spawning inside snow blocks now correctly positioned Fixed: Burned out torch making extinguishing sounds when thrown in water Fixed: Burning entities and items were not extinguished by salt water Fixed: Inconsistent attachment of signs on left and right end of a trunk Fixed various issues with traders: Modify trader place auction slot to prevent accidental item disappearance with shift-click Resolve trader visual duplication bug for items [thanks to korobya GH PR 34] Address issue where "your offer" slots at the trader allow any item to be shift-clicked into [thanks to korobya GH PR 34] Eliminate duplicated audit logs for creative and trader inventory open/close [thanks to korobya GH PR 34] Fixed: WorldEdit flood-fill tool, on undo, did not clean up water when there was a block and water in the same position, e.g. loose stones underwater Fixed: WorldEdit block removal tools, if blocks had decor on them (linen, carpet, lichen, mold etc) the decor would drop instead of being removed Fixed: File drop of schematics for WorldEdit, while game was paused, could be reported as an error Fixed: In WorldEdit blocks preview, GL errors with imported/copied schematics including open barrels with liquid contents Fixed: In WorldEdit blocks preview, surface grass color (topsoil) and liquids were not drawn at all Fixed: WorldEdit import of certain schematics could log errors from BETransient, and related issues Fixed: 2 rare issues with Clutter bookshelf in schematics, causing incomplete imports Fixed: In Multiplayer, a mod configured a certain way could make it impossible to connect to a modded server - if the required mod was Universal but had requiredOnServer set to false, the client would endlessly re-download the mod before joining the server, even if it had it already Fixed: In the Multiplayer 'Add New Server' screen, prevent entry of obviously wrongly-formatted host names Fixed: Various rare crashes and logged errors Rare crash when looking at cheese! Crash involving EntityItem Handbook crash when clicking on drops from stony rubble Multiplayer crashes with traders and auctions: If another player on the server also buys or creates an auction while you are trading Crash with Command Block in Developer Mode FruitTreeRoot errors in logs at world load Error from Microblocks during snow melt Serverside exception error log on "AiTaskSeekFoodAndEat.suitableFoodSource" Importing schematics with missing entity types or liquids inside buckets, from removed mods, would error Rotating a chiseled bookshelf (legacy) using wrench would result in game crash (also for chiseled Log sections) Rare crash when destroying a lot of beams on one block Rare Multiplayer crash if an in-game warning message is sent by a mod before client has fully joined a server Multiplayer game crashing when connecting to a server with mods missing on the client Log spam for attempted drifter spawns when Temporal Stability is disabled in world config Crashes when dying holding sling, bow and certain other items Crash when editing book, using backspace key at the end of the text, and deleting backwards through a page break Rare crash relating to Fruit press Fixed: Re-add /land claim abbreviated grow commands (/land claim gu/gd/gn/ge/gs/gw, su/sd/sn/se/ss/sw) Fixed: Item id remapper command /iir getid not working Fixed: /db prune did not delete Structure locations, preventing ruins and traders from properly regenerating Mod API Tweak: Missing dependencies now listed in the mod manager Tweak: Added a new attachment point on the seraph model for off-hand animations Tweak: Log an error if HeldRightReadyAnimation and HeldRightTpIdleAnimation for an item are set to the same animation Tweak: New and updated stackrandomizers are available to allow random loot to be placed in containers in schematics; and these randomizers can be modded to add or change loot in vanilla ruins: for details see the randomizers in assets/survival/itemtypes/meta Tweak: If an item specifies a renderVariant, and the shape cannot be found, log an error instead of crashing Tweak: Modded spears should now include behavior "AnimationAuthoritative", see vanilla spear.json for an example Tweak: Added entity property fallDamageMultiplier Notice: Entity boolean property fallDamage will become obsolete in v1.20 and removed in v1.21. Use fallDamageMultiplier: 0.0 instead Fixed: Block patches with NearSeaWater placement now detect salt water properly Fixed: Incorrect door and chest took on wrong appearance when animated in heavily modded games, due to multiple texture atlas creation, when using default texture atlas sizes Fixed: Microblocks not allowing 255 materials Additional minor tweaks relevant only to coded mods: KeyConfiguration used for hotkeys can now also represent a mouse button; mouse buttons are treated like keyboard keys with keycodes 240-247 For AITasks, the EntityPartitioning system is now divided more logically into Creatures and Inanimate entities, use EnumEntitySearchType to specify which For all string IndexOf(), StartsWith() or EndsWith() operations on strings representing game internal elements, for example AssetLocation, texture codes and other dictionary keys or anything found in JSON code, StringComparison.Ordinal should be used for culture independence. See .NET Best Practice Guide. Vintagestory.API.Util now provides helper methods string.IndexOfOrdinal(), string.StartsWithOrdinal() and string.EndsWithOrdinal() which you can use; and for AssetLocations, ordinal comparison is built-in to new convenience method AssetLocation.PathStartsWith() Mods can access and change climbUpSpeed and climbDownSpeed in an entity's BehaviorControlledPhysics Marked UsingHeldItemTransformBefore/After as obsolete Exposed GetRecipeRegistry() in IWorldAccessor BlockEntity.GetBlockInfo() exceptions now trapped and logged, a simple error line is shown in the Block Info HUD Exceptions thrown by ticking a BlockEntity are now logged with position of entity and type; override BlockEntity.TickingExceptionHandler to change this behavior Exceptions thrown by BlockEntity.FromTreeAttributes() are now logged with position of entity and type Any mod directly accessing BlockEntityMicroBlock.sideAlmostSolid or .sidecenterSolid should re-compile for 1.19.4 (no actual code change in the mod should normally be required, but the field type changed, pull latest VSSurvivalMod source from GitHub) Notice: For coded mods using native binaries (.dll in Windows) in a /native folder, these will now not get loaded automatically (they would produce 'Bad IL format' errors at loading time anyhow). Applies to native binaries representing either libraries or a mod's own code not written in C#. Mods needing to load native binaries should instead write their own short DllImportResolver method [example] to locate their native binaries properly for each platform, and also include a static call to set that DllImportResolver [example line of code] Changes since 1.19.4-rc.3 (also listed above) Tweak: Updated to latest community translations Fixed: .cam command were available to survival players Fixed: Missing mod dependency of a mod dependency crashing the mod manager Fixed: /db prune did not delete Structure locations preventing them from regenerating Fixed: Held Torch particles spawning in the wrong location when the fp hands FoV different significantly from the FoV settings in the graphics tab Fixed: WorldEdit import of certain schematics could log errors from BETransient, and related issues Fixed: Slow cumulative memory leak on long-running game client Fixed: In WorldEdit, GL errors when previewing imported/copied schematics including open barrels with liquid contents Fixed: In the WorldEdit blocks preview, surface grass color (topsoil) and liquids were not drawn at all Fixed: 2 rare issues with Clutter bookshelf in schematics, causing incomplete imports Fixed: Rare shutdown exception in ChunkTesselator seen only in Dev environment Fixed: Freeze and texture atlas leak caused by labeled crates Fixed: Missing textures on the Thunderlord (also affectionately known as 'Dave')
  24. Dear Extraordinary Survivalists v1.19.4-rc.3, a release candidate, is now available to download through the account manager. Here's a thing to fix more things, also sorry for breaking some working things. In other news, seems like a lovely Korean version of 100 days in Vintage Story is going viral currently. This release fixes a garbled text issue with Korean translations (and adds 2 new languages!) Thank you so much for contributing translations, community! Also, hi Korean players, glad to have you around! In some weird way, it almost feels like the game's come full circle. Saraty and me used to play Maple Story around 2008, as a way to stay connected during the times where we had a difficult long-distance relationship. Maple Story was created by Nexon, a company founded in South Korea. Our company name, Anego Studios, is a homage to the times I played Maple Story. Anego was one of the bosses I used to grind at. To this day, still one of my fondest memories in gaming. Screenshot by Tarian, shared in #screenshots Game updates Tweak: Mountainous creatures (deer, goats, bighorn sheep) now take less fall damage, should mitigate issues when they flee off precipices Tweak: Chickens and chicks now take slightly less damage from falls, compared with other creatures Tweak: Entities (except when fleeing) now strongly avoid pathing through boiling water Tweak: Hot springs now cannot spawn under lakeice or saltwater Tweak: Update community translations. Added Thai and Chinese Traditional. Tweak: Localization: Rock instability % in block info now localized Fixed: Creatures stacking / bouncing on top of each other and thus escaping pens Fixed: Inconsistent attachment of signs on left and right end of a trunk Fixed: Burning entities and items were not extinguished by salt water Fixed: Crashes when dying holding sling, bow and certain other items Fixed: Crash when editing book, using backspace key at the end of the text, and deleting backwards through a page break Fixed: Rare crash relating to Fruit press Fixed: Item id remapper command /iir getid not working Fixed: File drop of schematics for WorldEdit, while game was paused, could be reported as an error Fixed: Localization crash in TranslationService.PluralFormat with certain formatted strings Fixed: Localization strings, if plural format {p... used more than once in the same string it didn't work Fixed: Garbled text on Korean translations (for existing player, switch to English then back to Korean to fix) Fixed: (-rc.1 issue) Crash when repairing clutter blocks with glue from a receptacle other than Residue-covered pot Fixed: (-rc.1 issue) Some containers in ruins held missing clutter blocks Fixed: (-rc.2 issue) Clay forming process was messed up Trader fixes: Modify trader place auction slot to prevent accidental item disappearance with shift-click Fixed: Resolve trader visual duplication bug for items [thanks to korobya GH PR 34] Fixed: Address issue where "your offer" slots at the trader allow any item to be shift-clicked into [thanks to korobya GH PR 34] Fixed: Eliminate duplicated audit logs for creative and trader inventory open/close [thanks to korobya GH PR 34] API Tweak: Marked UsingHeldItemTransformBefore/After as obsolete API Tweak: Missing dependencies now listed in the mod manager API Tweak: Exposed GetRecipeRegistry() in IWorldAccessor API Tweak: BlockEntity.GetBlockInfo() exceptions now trapped and logged, a simple error line is shown in the Block Info HUD API Tweak: Added entity property fallDamageMultiplier API Notice: Entity boolean property fallDamage will become obsolete in v1.20 and removed in v1.21. Use fallDamageMultiplier: 0.0 instead API Fixed: Block patches with NearSeaWater placement now detect salt water properly View full record
  25. Dear Extraordinary Survivalists v1.19.4-rc.3, a release candidate, is now available to download through the account manager. Here's a thing to fix more things, also sorry for breaking some working things. In other news, seems like a lovely Korean version of 100 days in Vintage Story is going viral currently. This release fixes a garbled text issue with Korean translations (and adds 2 new languages!) Thank you so much for contributing translations, community! Also, hi Korean players, glad to have you around! In some weird way, it almost feels like the game's come full circle. Saraty and me used to play Maple Story around 2008, as a way to stay connected during the times where we had a difficult long-distance relationship. Maple Story was created by Nexon, a company founded in South Korea. Our company name, Anego Studios, is a homage to the times I played Maple Story. Anego was one of the bosses I used to grind at. To this day, still one of my fondest memories in gaming. Screenshot by Tarian, shared in #screenshots Game updates Tweak: Mountainous creatures (deer, goats, bighorn sheep) now take less fall damage, should mitigate issues when they flee off precipices Tweak: Chickens and chicks now take slightly less damage from falls, compared with other creatures Tweak: Entities (except when fleeing) now strongly avoid pathing through boiling water Tweak: Hot springs now cannot spawn under lakeice or saltwater Tweak: Update community translations. Added Thai and Chinese Traditional. Tweak: Localization: Rock instability % in block info now localized Fixed: Creatures stacking / bouncing on top of each other and thus escaping pens Fixed: Inconsistent attachment of signs on left and right end of a trunk Fixed: Burning entities and items were not extinguished by salt water Fixed: Crashes when dying holding sling, bow and certain other items Fixed: Crash when editing book, using backspace key at the end of the text, and deleting backwards through a page break Fixed: Rare crash relating to Fruit press Fixed: Item id remapper command /iir getid not working Fixed: File drop of schematics for WorldEdit, while game was paused, could be reported as an error Fixed: Localization crash in TranslationService.PluralFormat with certain formatted strings Fixed: Localization strings, if plural format {p... used more than once in the same string it didn't work Fixed: Garbled text on Korean translations (for existing player, switch to English then back to Korean to fix) Fixed: (-rc.1 issue) Crash when repairing clutter blocks with glue from a receptacle other than Residue-covered pot Fixed: (-rc.1 issue) Some containers in ruins held missing clutter blocks Fixed: (-rc.2 issue) Clay forming process was messed up Trader fixes: Modify trader place auction slot to prevent accidental item disappearance with shift-click Fixed: Resolve trader visual duplication bug for items [thanks to korobya GH PR 34] Fixed: Address issue where "your offer" slots at the trader allow any item to be shift-clicked into [thanks to korobya GH PR 34] Fixed: Eliminate duplicated audit logs for creative and trader inventory open/close [thanks to korobya GH PR 34] API Tweak: Marked UsingHeldItemTransformBefore/After as obsolete API Tweak: Missing dependencies now listed in the mod manager API Tweak: Exposed GetRecipeRegistry() in IWorldAccessor API Tweak: BlockEntity.GetBlockInfo() exceptions now trapped and logged, a simple error line is shown in the Block Info HUD API Tweak: Added entity property fallDamageMultiplier API Notice: Entity boolean property fallDamage will become obsolete in v1.20 and removed in v1.21. Use fallDamageMultiplier: 0.0 instead API Fixed: Block patches with NearSeaWater placement now detect salt water properly
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