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Everything posted by Tyron
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Hi Woesal, unfortunately still not yet. I was working with another developer who is on mac os, we have some clues, but not closer to a solution yet. Until then - the cursor issues might go away with this workaround:
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Dear Community, in the back of my mind I always feel like I could be so much quicker developing the game if only the circumstances were just right. But then I wake up to the real world where I have previously made commitments as a father, husband, home owner and, for better or worse, leader of the team behind Vintage Story. When I do make a commitment, I usually honor them for many years. Not to mention the whole world dealing with the worst pandemic in a century, the gardening season starting and my less than stellar health conditions. I did also allow myself to slow down a bit, to reflect over the previous 4 years of very intense game development. Felt almost surreal to be peacefully sitting in the sunshine and not having the feeling of being a huge slacker Anyhow. I think I'm getting back on track now. In recent days I finally started to tackle one major part of the seasons mechanic - seasonal foliage. I made a video of the work-in-progress I got so far. Its a fast forward cycle-through of seasonal colors. Note that each type of foliage has a different color range. There is still more major parts of the seasons mechanics left to do before we could think of a pre-release. Beyond that, there's also a number of nifty features already implemented for the upcoming release, which I already showed off in Discord on #devlog: For modders an .obj and .gltf Loader, which lets you import models from popular 3d modelling programs. For example, sloped blocks \o/ The world map will be persistent Block Entities are now handled more efficiently. Amongst others, this means the game can handle dozens of thousands of chiseled blocks easily. Here's 62.000 of them in one screenshot running at a smooth frame rate. In version 1.12 this would cause extreme delay when placing/removing blocks nearby so many chiseled blocks. Chutes got an upgrade. There will be horizontal and vertical chutes, including an archimedes screw for vertical upwards transport, which requires mechanical power Some extra graphics fidelity is a must Water surfaces will feature specular reflections There will be an experimental immersive first person mode that should give you another edge in world immersion And lastly, I rewrote how plants in pots and planters are handled in the game, so you can expect a few interesting additions on that end Adding new game content like this, ideally while tackling interesting programming challenges is something I thoroughly enjoy doing, I am supper happy and grateful that I can do this full time now. Thank you very much for your support! And now, onwards to v1.13! View full record
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Dear Community, in the back of my mind I always feel like I could be so much quicker developing the game if only the circumstances were just right. But then I wake up to the real world where I have previously made commitments as a father, husband, home owner and, for better or worse, leader of the team behind Vintage Story. When I do make a commitment, I usually honor them for many years. Not to mention the whole world dealing with the worst pandemic in a century, the gardening season starting and my less than stellar health conditions. I did also allow myself to slow down a bit, to reflect over the previous 4 years of very intense game development. Felt almost surreal to be peacefully sitting in the sunshine and not having the feeling of being a huge slacker Anyhow. I think I'm getting back on track now. In recent days I finally started to tackle one major part of the seasons mechanic - seasonal foliage. I made a video of the work-in-progress I got so far. Its a fast forward cycle-through of seasonal colors. Note that each type of foliage has a different color range. There is still more major parts of the seasons mechanics left to do before we could think of a pre-release. Beyond that, there's also a number of nifty features already implemented for the upcoming release, which I already showed off in Discord on #devlog: For modders an .obj and .gltf Loader, which lets you import models from popular 3d modelling programs. For example, sloped blocks \o/ The world map will be persistent Block Entities are now handled more efficiently. Amongst others, this means the game can handle dozens of thousands of chiseled blocks easily. Here's 62.000 of them in one screenshot running at a smooth frame rate. In version 1.12 this would cause extreme delay when placing/removing blocks nearby so many chiseled blocks. Chutes got an upgrade. There will be horizontal and vertical chutes, including an archimedes screw for vertical upwards transport, which requires mechanical power Some extra graphics fidelity is a must Water surfaces will feature specular reflections There will be an experimental immersive first person mode that should give you another edge in world immersion And lastly, I rewrote how plants in pots and planters are handled in the game, so you can expect a few interesting additions on that end Adding new game content like this, ideally while tackling interesting programming challenges is something I thoroughly enjoy doing, I am supper happy and grateful that I can do this full time now. Thank you very much for your support! And now, onwards to v1.13!
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mod "No modinfo.json" error question
Tyron replied to Zapplay's topic in [Legacy] Mods & Mod Development
modinfo.json has to be in the root folder of the zip file. You moved it into a Testmod folder -
mod "No modinfo.json" error question
Tyron replied to Zapplay's topic in [Legacy] Mods & Mod Development
Upload your Testmod.zip so we can look at it -
Can we change the brightness of nights on a server?
Tyron replied to Conquest of Blocks's topic in Questions
No, not currently, Kai -
@radfast @cat you should be able to edit now
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Dear community v1.12.14, a stable release, can now be downloaded through the account manager Our community member Acheron72P and several others were hard at work translating the game into Polish. While not yet complete, it already boasts a wholesome 60%! Thank you for your contributions! This release also fixes a heavy game freeze issue when exchanging bag slots often. And a bunch of other things. Screenshot and Build by Voxay Game updates Tweak: Updated language files. Added polish translations, which are 60% complete \o/ Tweak: Added a link to an easy-to-read guide on how to host a game server on the multiplayer page Tweak: Made soil less resistant against ore bombs Tweak: Fiddled with the saving code. Maaaybe makes it a bit more robust against corruption from OS/Hardware crashes Tweak: Added ".cam gui off" to prevent the cinematic camera from enabling or disabling the gui overlays Tweak: Added debug logging to find issues where bombs don't ignite and bloomeriess don't stay lit (needs entity debug mode enabled on the server) Fixed: Exception thrown by the json patcher if the asset category was mistyped Fixed: Charcoal pits not syncing up to other players correctly Fixed: Firepit green arrow progression indicator not scaling correctly with different gui scales Fixed: Server was not properly optimizing ram usage (did not properly in-memory compress inactive chunks) Fixed: Eventual freeze of death when continuously placing and removing backpacks, as well as a black flicker when doing so Fixed: Should fix an issue where placing a block/item just in range on the client, but out of range on the server causing a desync issue where the block does not exist server side and the inventory item is not given back client side Fixed: Wrong hover text for the Language setting info Fixed: Should fix harvested creature drops not properly synced up to all players View full record
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Dear community v1.12.14, a stable release, can now be downloaded through the account manager Our community member Acheron72P and several others were hard at work translating the game into Polish. While not yet complete, it already boasts a wholesome 60%! Thank you for your contributions! This release also fixes a heavy game freeze issue when exchanging bag slots often. And a bunch of other things. Screenshot and Build by Voxay Game updates Tweak: Updated language files. Added polish translations, which are 60% complete \o/ Tweak: Added a link to an easy-to-read guide on how to host a game server on the multiplayer page Tweak: Made soil less resistant against ore bombs Tweak: Fiddled with the saving code. Maaaybe makes it a bit more robust against corruption from OS/Hardware crashes Tweak: Added ".cam gui off" to prevent the cinematic camera from enabling or disabling the gui overlays Tweak: Added debug logging to find issues where bombs don't ignite and bloomeriess don't stay lit (needs entity debug mode enabled on the server) Fixed: Exception thrown by the json patcher if the asset category was mistyped Fixed: Charcoal pits not syncing up to other players correctly Fixed: Firepit green arrow progression indicator not scaling correctly with different gui scales Fixed: Server was not properly optimizing ram usage (did not properly in-memory compress inactive chunks) Fixed: Eventual freeze of death when continuously placing and removing backpacks, as well as a black flicker when doing so Fixed: Should fix an issue where placing a block/item just in range on the client, but out of range on the server causing a desync issue where the block does not exist server side and the inventory item is not given back client side Fixed: Wrong hover text for the Language setting info Fixed: Should fix harvested creature drops not properly synced up to all players
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Meta blocks/ randomizers - how to use, edit, remove
Tyron replied to Conquest of Blocks's topic in Questions
Hit CTRL+F4 to enable rendering of meta blocks -
Dear community v1.12.12, an stable release, can now be downloaded through the account manager Somewhat daring to push yet another stable release and without making it a release candidate first, but so is attempting to build a game of this scope from scratch, so I guess I'll just roll with my incessant urge to fix issues as soon as possible ¯\_(ツ)_/¯ [Edit:] Also released v1.12.13 to fix an issue with the new public server search method. Amongst others, echo chambers lost a glitch or two, therefore behave a bit more "in character" during low temporal stability. Game updates Tweak: Added a search field for the public server list. Added some player stats to the public servers list. Tweak: Search fields now indicate their purpose with a "Search..." place holder text Tweak: Added server admin command /nexttempstorm to get the days left until the next temporal storm Tweak: The game server will now refuse to start or die on autosave if there is less than 200 MB free disk space. This is to avoid fatal corruption of the savegame if disk space runs out. The threshold can be configured in serverconfig.json Fixed: Should fix issue #489: Item in hand not synchronized across MP when item is consumed Fixed: Rotating a work item on an anvil confused the helve hammer Tweak/Fixed: Temporal instability left the pitch of echo chamber tracks in a weird state. Also fixed that putting a archive on the echo chamber sometimes did not make it play the sound track. Playiny tracks now adjust their pitch during low stability. Fixed: Picking up ingots, firewood, boards and etc. from item piles were moved into the backback instead of the hotbar Fixed: Should mitigate issues with tree chopping not fully removing the huge trees Fixed: More seraph animation derpiness Fixed: Numpad enter not recognized as enter (#488) Fixed: Server Exception spam when hitting a tree with a hammer Fixed: The exploit of using another tool to speed up block breaking is no longer possible Fixed: Should fix more windmill issues (due to wrong map region indexing) Fixed: Pickaxe Mining speed sounds rate dependent on the games framerate Fixed: Worldgen bugs in 1024x1024 sized worlds API Fixed: Containers that expand the inventory beyond the visible range were not usable View full record
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Dear community v1.12.12, an stable release, can now be downloaded through the account manager Somewhat daring to push yet another stable release and without making it a release candidate first, but so is attempting to build a game of this scope from scratch, so I guess I'll just roll with my incessant urge to fix issues as soon as possible ¯\_(ツ)_/¯ [Edit:] Also released v1.12.13 to fix an issue with the new public server search method. Amongst others, echo chambers lost a glitch or two, therefore behave a bit more "in character" during low temporal stability. Game updates Tweak: Added a search field for the public server list. Added some player stats to the public servers list. Tweak: Search fields now indicate their purpose with a "Search..." place holder text Tweak: Added server admin command /nexttempstorm to get the days left until the next temporal storm Tweak: The game server will now refuse to start or die on autosave if there is less than 200 MB free disk space. This is to avoid fatal corruption of the savegame if disk space runs out. The threshold can be configured in serverconfig.json Fixed: Should fix issue #489: Item in hand not synchronized across MP when item is consumed Fixed: Rotating a work item on an anvil confused the helve hammer Tweak/Fixed: Temporal instability left the pitch of echo chamber tracks in a weird state. Also fixed that putting a archive on the echo chamber sometimes did not make it play the sound track. Playiny tracks now adjust their pitch during low stability. Fixed: Picking up ingots, firewood, boards and etc. from item piles were moved into the backback instead of the hotbar Fixed: Should mitigate issues with tree chopping not fully removing the huge trees Fixed: More seraph animation derpiness Fixed: Numpad enter not recognized as enter (#488) Fixed: Server Exception spam when hitting a tree with a hammer Fixed: The exploit of using another tool to speed up block breaking is no longer possible Fixed: Should fix more windmill issues (due to wrong map region indexing) Fixed: Pickaxe Mining speed sounds rate dependent on the games framerate Fixed: Worldgen bugs in 1024x1024 sized worlds API Fixed: Containers that expand the inventory beyond the visible range were not usable
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Dear European Players we now offer two new payment options on our site: iDEAL: A popular payment method in the Netherlands SOFORT / Klarna: Payment by Bank transfer for customers in Austria, Belgium, Germany, Italy, Netherlands and Spain. Disclaimer: Despite it's Name, payment by SOFORT is the only non-instant payment option. It usually seems to take 2-4 days to complete, but it can take up to 14 business days! We are aware that PaySafeCard is another much requested payment option, but at this point our Store does not support it and we cannot tell if or when it will become available. If it does, we will announce it on our blog post! View full record
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Dear European Players we now offer two new payment options on our site: iDEAL: A popular payment method in the Netherlands SOFORT / Klarna: Payment by Bank transfer for customers in Austria, Belgium, Germany, Italy, Netherlands and Spain. Disclaimer: Despite it's Name, payment by SOFORT is the only non-instant payment option. It usually seems to take 2-4 days to complete, but it can take up to 14 business days! We are aware that PaySafeCard is another much requested payment option, but at this point our Store does not support it and we cannot tell if or when it will become available. If it does, we will announce it on our blog post!
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Yea you can, if you close your character inventory, i think.
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Dear community v1.12.10, an stable release, can now be downloaded through the account manager I'm really taking the RERO philosophy to heart, it seems. Version 1.12.9 introduced a bug that seemed to make windmills stop for most users. This should fix it. It might also make inventory management a lot easier due some of my attempts at making shift+left clicking stacks act a tad more intelligent! [Edit:] Also released v1.12.11 to fix a server side crash! Screenshot by dagoline Game updates Tweak: Attempted to make Shift+Left click Itemstack moving more intelligent, e.g. chests are now the preferred container for accepting moved item stacks Tweak: Added dark outline around waypoint icons Tweak: The new propick mode now consumes 2 durability instead of 5 Tweak: Consuming a meal from a bowl should no longer move it into another slot Tweak: Seashells now yield 2 lime instead of 1 Tweak: Hunter backpacks now also show up on the players back Tweak: Can no longer add more charcoal than required to the bloomery. This also means you have to add the ore first and then the coal Tweak: Reduced chandelier yellow-ness by a bit Fixed: More third persion animation derpiness. Might cause new derpiness. Lets see O_O Fixed: Bowaim + offhand torch animation derpiness Fixed: Windmills no longer turning Fixed: Artisan trader not selling clay planters and logging errors in the server-main.txt Fixed: Running /stats command right on startup throwing an exception Fixed: Missing block names for plant-in-planter View full record
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Dear community v1.12.10, an stable release, can now be downloaded through the account manager I'm really taking the RERO philosophy to heart, it seems. Version 1.12.9 introduced a bug that seemed to make windmills stop for most users. This should fix it. It might also make inventory management a lot easier due some of my attempts at making shift+left clicking stacks act a tad more intelligent! [Edit:] Also released v1.12.11 to fix a server side crash! Screenshot by dagoline Game updates Tweak: Attempted to make Shift+Left click Itemstack moving more intelligent, e.g. chests are now the preferred container for accepting moved item stacks Tweak: Added dark outline around waypoint icons Tweak: The new propick mode now consumes 2 durability instead of 5 Tweak: Consuming a meal from a bowl should no longer move it into another slot Tweak: Seashells now yield 2 lime instead of 1 Tweak: Hunter backpacks now also show up on the players back Tweak: Can no longer add more charcoal than required to the bloomery. This also means you have to add the ore first and then the coal Tweak: Reduced chandelier yellow-ness by a bit Fixed: More third persion animation derpiness. Might cause new derpiness. Lets see O_O Fixed: Bowaim + offhand torch animation derpiness Fixed: Windmills no longer turning Fixed: Artisan trader not selling clay planters and logging errors in the server-main.txt Fixed: Running /stats command right on startup throwing an exception Fixed: Missing block names for plant-in-planter
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Good point @copygirl. I renamed the first option to "Make it easier for new players", so now your vote is correct Ok @Edrein, added "Improved mod support"
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Been a while since the last one. Let the voting begin! Explanation of each poll item: Make it easier for new players (Better in-game documentation, in-game tutorials, improved exploration playstyle, etc.) Accessibility (Double tap run, Gamepad support, Offer alternatives to hold-to-use interactions, Color blind mode?, Mouseless mode?, etc.) Improved World Gen (Improved noise generators a suggested by TTFCuts, the creator of ATG, large flower fields, region specific plants, more tree types, dynamic dungeons, oceans) Seasons Part 1 (Crops won't grow during winter, maybe greenhouses, snow accumulates when its cold and melts when its warm, foliage changes color, falling leaves) Transport mechanics (Boats, Minecarts and/or Horses) Improved trading system (Player2Player Trading, Mechanics that enable player to progress through trading alone, Fast-Travel Trade routes?, etc.) Improve the World map (Remember visited areas, Waypoint sharing, Public Web-based Maps for Servers) More Mechanical Power Mechanics (Splitter, Clutches, Ore grinder, Water wheels, Elevators?) Better combat (turn the spam-click-to-hit mechanic into something more interesting, ranged enemies, more wepaons, more mobs?) More RPG Elements (Character specific skills, Talking NPCs, Villages, Quests and similar) More craftable content (Alcohol brewing, Herbalism, Gem cutting, Woodworking, More in-world crafting mechanics, etc.) More progression ages (Steel age and Post-Steel ages) More Story elements (More Lore, better integrated story telling, Story-Intro Mode, etc.) Improved auxiliaries (Improved purchase process, Improved documentation, improved server setup, smaller install packages, more elegant website, etc.) Improved Graphics fidelity (Further framerate optimizations, increased view distance, improved shaders such as reflective surfaces, water caustics, depth of field effect and more) Improved farming and animal husbandry (Leashes, More crops, New multiblock crops, Fruit trees, More cooking options, more domestication features, etc.) Improved mod support (Mod hub, more api stuff as requested by modders, improved model editor, better mod api tutorials & documentation)
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Dear community v1.12.9, an stable release, can now be downloaded through the account manager Version v1.12.9-rc.2 introduced a new propick mode that is disabled by default. It was meant to help players that don't like purely chance based mode. The second mode is now there to tell you with certainty that an ore is in the vicinity. However, since some players suggested to turn the new ProPick Mode into more of a hot and cold game I made a poll on it on discord. You voted 124 to 10 in favor for a hot/cold mode instead, so I've changed it now Instead of telling you the exact distance it's now being more vague about it, by telling the player how much ore it found in the vicinity. This means you'd want to find a local maxima and dig there in the vicinity. Due to that fact, I recommend setting the search radius to 8 or 10, e.g. via "/worldConfig propickNodeSearchRadius 8" If you enable it in your existing worlds with above command, remember to reload the world and/or server! Screenshot by Kaelty Game updates Everything from the rc.1 and rc.2 releases Tweak: Changed the new propick mode from showing the exact distance into a more hot/cold type of game where it shows how many blocks are in the vicinty (discord users voted 10:1 for this) Tweak: Disabled /reloadmods. Needs to be properly fixed before it can be used. Tweak: Breed-able creatures now show in their info hud when they are ready to mate Fixed: Lantern placement oddities Fixed: Player animation oddities Fixed: Game crashing when selecting a tool mode when not looking at a block Fixed: Savegame saving issues for worlds that are smaller than 512x512 blocks Fixed: Mitigated drop downs cut off by window border in the customize world screen Fixed: /player name gamemode creative throwing an exception using the german translations
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Dear community v1.12.9, an stable release, can now be downloaded through the account manager Version v1.12.9-rc.2 introduced a new propick mode that is disabled by default. It was meant to help players that don't like purely chance based mode. The second mode is now there to tell you with certainty that an ore is in the vicinity. However, since some players suggested to turn the new ProPick Mode into more of a hot and cold game I made a poll on it on discord. You voted 124 to 10 in favor for a hot/cold mode instead, so I've changed it now Instead of telling you the exact distance it's now being more vague about it, by telling the player how much ore it found in the vicinity. This means you'd want to find a local maxima and dig there in the vicinity. Due to that fact, I recommend setting the search radius to 8 or 10, e.g. via "/worldConfig propickNodeSearchRadius 8" If you enable it in your existing worlds with above command, remember to reload the world and/or server! Screenshot by Kaelty Game updates Everything from the rc.1 and rc.2 releases Tweak: Changed the new propick mode from showing the exact distance into a more hot/cold type of game where it shows how many blocks are in the vicinty (discord users voted 10:1 for this) Tweak: Disabled /reloadmods. Needs to be properly fixed before it can be used. Tweak: Breed-able creatures now show in their info hud when they are ready to mate Fixed: Lantern placement oddities Fixed: Player animation oddities Fixed: Game crashing when selecting a tool mode when not looking at a block Fixed: Savegame saving issues for worlds that are smaller than 512x512 blocks Fixed: Mitigated drop downs cut off by window border in the customize world screen Fixed: /player name gamemode creative throwing an exception using the german translations View full record
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Yes indeed
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Dear community v1.12.9-rc.2, an unstable release, can now be downloaded through the account manager Kind of minor feature update, this v1.12.9 thing is becoming Due to popular "demand", the prospecting pick now has a secondary mode that will tell the exact distance to ores within a small-ish radius, it is however disabled by default for the Standard and Wilderness survival mode. Use command "/worldConfig propickNodeSearchRadius 6" to enabled it in you world with a search radius of 6. Reload the world once setting has been applied. I do not recommend to set that number beyond 10. Screenshot by Cathy Game updates Feature: Added papyrus roots. Papyrus can now be properly replanted Feature: Added an optional secondary ProPick mode that tells the exact distance of nearby ores. Only enabled by default in the exploration game mode. Enable in your own world e.g. via /worldConfig propickNodeSearchRadius 6 (and then reload the world) Feature: Windmills now accept another set of 4 sails for +25% more power (existing windmills still have the same amount of power) Feature: Leather working can now done without Lime. Borax can be ground into powdered borax, which when mixed with water can be used to soak hides. Feature: Added new world config option to set the global ore spawn rate Feature: Can now configure the audio output devices inside the sound settings Tweak: Temporal storms raise the spawn cap of drifters by up to 50%, reduced drifter fleeing chance upon getting hurt Tweak: Reduced fleeing chance and increased fleeing speed for wild pigs, bighorn sheep and wolves Tweak: Increased durability of hammers by 50% Tweak: New model and texture for the command block Tweak: Updated translation files, Updated trader buying/selling lists Tweak: Tool mode and recipe selection dialog now floaty with immersive mouse mode Tweak: Play a sound when using the command block Tweak: The lore book nows has a 3d model Tweak: Reverted some changes so that "/waypoint add color text" works as before in v1.12.8 Tweak: Pinned waypoints are no longer cut off by the map border. Waypoints now scale with the GUI Scale slider Fixed: Game crashing when trying to place a lore item into the display case Fixed: Drifters fleeing the player during daylight even in caves Fixed: Able to create invalid waypoints that crash the game Fixed: World customize screen, world config values were not translated Fixed: Players able to interact with the world while in Spectator mode API Tweak: Can now do api.Render.PushScissor(null) to disable gl scissor mode without affected other components (the previous state is restored with .PopScissor() API Fixed: Game crashing when trying to add liquids into the barrel from a mod domain API Fixed: Error when calling Disconnect on player death View full record
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Dear community v1.12.9-rc.2, an unstable release, can now be downloaded through the account manager Kind of minor feature update, this v1.12.9 thing is becoming Due to popular "demand", the prospecting pick now has a secondary mode that will tell the exact distance to ores within a small-ish radius, it is however disabled by default for the Standard and Wilderness survival mode. Use command "/worldConfig propickNodeSearchRadius 6" to enabled it in you world with a search radius of 6. Reload the world once setting has been applied. I do not recommend to set that number beyond 10. Screenshot by Cathy Game updates Feature: Added papyrus roots. Papyrus can now be properly replanted Feature: Added an optional secondary ProPick mode that tells the exact distance of nearby ores. Only enabled by default in the exploration game mode. Enable in your own world e.g. via /worldConfig propickNodeSearchRadius 6 (and then reload the world) Feature: Windmills now accept another set of 4 sails for +25% more power (existing windmills still have the same amount of power) Feature: Leather working can now done without Lime. Borax can be ground into powdered borax, which when mixed with water can be used to soak hides. Feature: Added new world config option to set the global ore spawn rate Feature: Can now configure the audio output devices inside the sound settings Tweak: Temporal storms raise the spawn cap of drifters by up to 50%, reduced drifter fleeing chance upon getting hurt Tweak: Reduced fleeing chance and increased fleeing speed for wild pigs, bighorn sheep and wolves Tweak: Increased durability of hammers by 50% Tweak: New model and texture for the command block Tweak: Updated translation files, Updated trader buying/selling lists Tweak: Tool mode and recipe selection dialog now floaty with immersive mouse mode Tweak: Play a sound when using the command block Tweak: The lore book nows has a 3d model Tweak: Reverted some changes so that "/waypoint add color text" works as before in v1.12.8 Tweak: Pinned waypoints are no longer cut off by the map border. Waypoints now scale with the GUI Scale slider Fixed: Game crashing when trying to place a lore item into the display case Fixed: Drifters fleeing the player during daylight even in caves Fixed: Able to create invalid waypoints that crash the game Fixed: World customize screen, world config values were not translated Fixed: Players able to interact with the world while in Spectator mode API Tweak: Can now do api.Render.PushScissor(null) to disable gl scissor mode without affected other components (the previous state is restored with .PopScissor() API Fixed: Game crashing when trying to add liquids into the barrel from a mod domain API Fixed: Error when calling Disconnect on player death
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Dear community v1.12.9-rc.1, an unstable release, can now be downloaded through the account manager Hokay, this release fixes several major issues that I believe warrant another bugfix release: Usability issues with the char coal pit, adding waypoints through the map not working for a sizable amount of players and the game freezing when being paused for a while. Derp! Screenshot by PuddyMan00 Game updates Feature: Added a super basic command block to run server commands. Creative inventory only block. Editable by server admins in creative mode, usable by everyone. Will probably stay super basic. Ultimately we'd like to have a more powerful system to run code with blocks. Feature: Added "Pinned" property to waypoints, which makes them not disappear from the map when they get out of range Feature: Added "/entity spawnat entity quantity playername x y z" to spawn a creature near to a player with an optional offset. Can be run from console or command block. Tweak: Bunch of minor tweaks (i.e. improved some interaction help infos) Tweak: Some more info in the handbook, by Redram Tweak: Raw storage vessels can now be picked up with right click Tweak: Torches extinguished by rain can now be also relit by putting them in a fire pit Tweak: Increased the time it takes for neutral creatures to respawn by a factor of 3 and up to 5 for some creatures Tweak: Drifters no longer spawn on light level 8 (lowered the max light level by one) Tweak: Increased beehive spawn chance during worldgen by 10% Tweak: New music frequency mode: "Very Often" Tweak: Lightning and Thunder sounds now attenuate when below sealevel and are now considered ambient sounds and affected by the ambient sound slider Tweak: Gold and Silver lanterns now give a +1 light level boost and they can be lined with gold and silver for +2 light levels as all the other lanterns Tweak: Boosted durability on metal spears by about 40% Tweak: Limited falling gravel/sound/soil sounds to 100 simulatenously. Should mitigate some performance issues when large amounts of blocks collapse Tweak: Visual improvements on panning. Fixed model too dark and made the particle spawn prettier Fixed: Might tweak ugly seams between water blocks that happen on some graphics cards Fixed: Probably fixes strange trenches of missing soil at chunk edges Fixed: Should fix yet another crash related to smithing Fixed: Third person use and attack animation derpiness. Probably causes new derpiness Fixed: Water in buckets and barrels very wavy during winds Fixed: Usability issues with the charcoal pit. It now communicates its state much better Fixed: Game crashing when smashing silver-in-galena ores Fixed: Temporal storms not properly disabled when disabled in the world config, but temporal stability still being enabled Fixed: Crafting dough having an invisible output in the output slot in some cases Fixed: Death spam when dying in lava Fixed: Server falling into an endless exception loop when a player disconnects while teleporting Fixed: Should fix game crashing when clicking on the screenshot link in chat and the file has been deleted already Fixed: Average tick time in /stats showing incorect values. Added "last 10 ticks" info. Fixed: Fixed grass growing under farmland Fixed: Game freezing after unpausing. This might also fix some carcas harvesting oddities! Fixed: Unknown texture when putting cooked meat in a barrel Fixed: A placement-mode cycled slab was no longer stacking with other slabs Fixed: Echo chamber needled and plate invisibe when playing records Fixed: Should fix itemstack tool tip disappearing after a second or so when looking at items inside the firepit Fixed: Exception thrown in /land adminfree Fixed: Locust nests still spawning locusts although there's no player in range Fixed: Trying to knap inside a claimed area crashing the game Fixed: Proppick results not fully translatable Fixed: Adding waypoints through the UI not working on systems where the decimal seperator is , Fixed: Single short mouse click with a spear in hands stopped the 3rd person animation. Might produce other animation bugs. (API) Tweak: Game will now crash in developer mode and extended debuginfo if the freeze-on-unpause is about to get triggered for finding the source API Tweak: Bucket and Barrel liquid capacity is now JSON configurable API Tweak: Added IBlockAccessor.GetBlockOrNull() to be able to differ between air blocks and unloaded blocks API Tweak: Entity spawn conditions property "GroupSize" is now obsolete in favor for the more correct term "HerdSize" API Tweak: GlobalConstants.DefaultTrackingRange no longer a const API Tweak: Removed serverconfig properties ClientPlayingTimeout and BuildLogging. They had no use. API Tweak: Added /entity spawndebug to have the game print whenever an entity spawned API Fixed: New handbook entry system did not properly respecct mod domains View full record
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