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Tyron

VS Team (Lead)
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Everything posted by Tyron

  1. Underchallenged and Overchallenged Vintarians! v1.12.0, a stable release, can now be downloaded through the account manager At long last, it is here, version 1.12! I think we were again able to up the graphics fidelity by a notch or two On Friday, in all likelihood, we will re-do some parts of the website and send out a whole bunch of game keys to youtubers and streamers that we believe could be interested in our wicked voxel game. [Edit:] Also released v1.12.1 to fix that some ruins were 100 times more common than intended. Screenshots, Gifs, Videos of new stuff after pre.1 3D Smithing and Iron bloom working - freshly smelted iron now needs to be refined on the anvil. More mechanization: A helve hammer to mechanize iron bloom and metal plate working Auroa Borealis effect in northern regions Glow worms now spawn in certain caves Various crystals and Amethysts now spawn in the world in the form of Vugs. Reflective surfaces shader effect Ore veins now rarely drop shiny and especially rich crystallized versions of ore which you can now show off in the new display case block Backpacks now visibly show on the players back Many blocks can now be randomly rotated New Tapestry blocks in Underground ruins, amongst other new goodies Clouds now receive pretty sunset coloring A new damage overlay ...and a low health overlay/effect A waypoint editor on the world map: Simply right click to add a waypoint at that location. And waypoint icons were also added Game updates Everything mentioned in the pre.1 blog post The updates in in rc.1, rc.2 and stable Feature: Smithing rework There is no longer invisible extra voxels. What you place is what you get. Adding an ingot adds a 3x2x7 cuboid of voxels Removed all but one Upset Mode, you can instead rotate the work item using right mouse click with hammer in hands. Not sure if thats a good change will probably re-add the other 3 modes Reworked many of the smithing recipes to better fit the more limited available voxels Feature: Cloud system rework Clouds are now colored during colored sunsets The regional weather system of the game is now also reflected in the cloud patterns. You can now see different cloud patterns in the sky Some more attempts to reduce the rather ugly blocky seams in the clouds Tweak: Removed some quirk about how chunks are loaded. Should make it so that chunks load instantly upon connecting/loading a world but might cause 1-3 frame long unknown blocks, let me know if that happens Tweak: Low chance of fixing the fast hunger bug Tweak: Lowered rain sound pitch and volume while under water Tweak: Speed up world loading by reducing regex matching in the crystalized ore item Tweak: Improved clouds performance (added a discard; to shader code. 30->38 FPS when the sky is in view at 128 viewdistance on an intel hd 620) Tweak: Firepit tweaks Brought the firing temperatures for clay products a bit closer together (was kinda wacky range. 600 for molds, 1100 for bricks, 600 for shingles. Now its 650 for molds, 800 for bricks and shingles). Single shingles require less time on their firing temperature to fire. The firing temperature is now reached more quickly, therefore going above the firing/smelting temperature is much slower, reducing the "overtemperature" bonus. Firepits heat up quicker Tweak: Mitigate ruin generation overlap issues. Logs a warning instead of throwing an exception Tweak: Reduce chance of gold deposits by a bit Tweak: Maybe fixes a rare rounding error when smelting metals Fixed: Rain sound not playing while swimming Fixed: Butterflies causing client stutter Fixed: Translocator animation oddities Fixed: Rain going through roofs and worldmap not showing correct blocks in some cases (theoretically fixed) Fixed: Z-Fighting on leaves when wavy foliage was turned off Fixed: Capped max temp storm strength to fix a server side exception Fixed: Forge extinct upon reloading the world or chunk Fixed: Crucible not placeable Fixed: Game crashing when a helve hammer gets unloaded API Fixed: Mods with missing modinfo.json crashing the game API Fixed: Game crashing on invalid transitionprops API Fixed: Handbook crashing on invalid modded chest blocks The updates from all the pre-releases after pre.1 Feature: Added display case to showcase your ores, shells and other small items Feature: Added mechanical helve hammer. Can be used to autocraft metal plates and iron ingots from an iron bloom Feature: Added mechanical power brake block. Can be used to bring a mechanical power system to a halt Feature: World generation additions Added vugs inside quartz veins - hollow cracks filled with crystals Added loose boulders, these generate in mountainy and deserty areas Added glow worms to caves Added Tapestry and other new blocks to ruins. The former will give players more insight into the games lore Feature: Added bioluminescent particle effect to warm, humid waters. Only appear in some locations. Feature: Added aurora borealis effect to cold regions of the game Feature: Added rare crystalized versions of ore. Drop with a 1/200 chance from graded ores, if not blown up by bombs. Feature: Added armor stands, can be used to showcase armor Feature: Added Raccoons. Spawns in forests near trees. Will eat berries from berry bushes and break harvestable skeps for the honey comb. Can pick up and carry around food. Feature: Multilayer smithing. The way smithing works changed notably with this change. It's kinda weird but also kinda interesting. Tweaked Spear and Hammer smithing recipe Feature: Wearing a backpack now visibly shows on the back of the player Feature: Waypoint editor. Can now add, modify or delete waypoints by right clicking on the world map. Can now assign icons to waypoints Feature: Added a shiny reflective effect to crystals, ingot plates, crystalized ores, display cases and other blocks Feature: Iron bloom. Bloomeries no longer yield iron ingots directly but instead drop iron bloom which has to be worked into ingots on the anvil. Feature: Improved damage overlay, new low health overlay Feature: Can now quickly cool down hot items by throwing them into water Feature: Tool modes now display names in the tool mode selector ui Feature: Added amethyst, smoky and rose quartz crystals. Feature: Microblock chiseling improvements Can now chisel slabs and stairs Can now attach blocks to solid sides of chiseled blocks Added new chisel mode to horizontally flip a block Some experiments to chiseling to try to fix the weird ambient occlusion and sub/block light propagation. Let me know if that looks better Feature: Creatures and items can now burn. Standing in lava will now instantly ignite entities. Hitting an entity with a torch has a 10% chance to ignite it Feature: Items and dead creatures inside lava will disappear after a short delay Feature: Full drifter model and texture remake Feature: Hailstorms now damage the player Feature: Added ability to create savegame backups through the modify screen Feature: Butterflies now flee from nearby players Feature: Some blocks now are randomly rotated (flowers, mushrooms, reeds, saplings, tall grass, etc.) Feature: Added 5 new decorative storage vessels. Added ornate planters variants, can be purchased at the artisan trader Feature: Chests, Vessels, Lanterns, Watering cans and Buckets can be rotated in 22.5 degree intervalls Feature: New set of main menu backgrounds Feature: Client side performance improvements to counteract the additional cost of fluffy leaves (Technical info: Poor man's LOD. The game tesselates each chunk twice now a low detail version and a high detail version. Distant chunk are now drawn using the low detail version. Increases RAM usage by a lot currently. Blocktypes can now define a lod1Shape shape file. You can set the lod range using .clientconfig lodbias [0..1] default is 0.25) Feature: Added a remapper assistant. This tool now requires players only to press a button instead of going to the wiki and copypasting commands. Please make a backup of your savegames before using it. Tweak: Game Server performance improvements Uneccessary ~8% performance cost on the server (measured on the public test server) Server frozen for 1-3 seconds during autosave Major lag issue in the mechanical power system that will lead to an eventual server death Significant RAM savings and reduced startup times for large game servers (about 600 MB less on the public test server) Reduced default autosave interval from 2 minutes to 5 minutes Tweak: The "Liquid foam effect" graphics settings now also disables the reflective effects on crystals and ingots Tweak: Searching in the creative inventory should yield better search results by prioritizing item names over item descriptions Tweak: Added "GL Error checking" developer mode Tweak: Renamed Sword to Longblade Tweak: Added some handbook documentation on mechanical power and temporal stability Tweak: All creature can now step a little higher (1 1/8th blocks instead of 1 block) Tweak: The translocator spawns extra particles upon teleport Tweak: Can now place solid rock and prospecting picks in mining bags Tweak: No longer need to hold down right mouse button to pan Tweak: Updated to OpenAL Soft 1.16 to fix sound system not initializing properly everyone once in a while until restarted Tweak: The Bloomery and Anvil no longer resets the temperature of the material / work item Tweak: Updated metal pouring sound Tweak: Dropping a stack of items on the ground makes it split into multiples of 4 Tweak: Clay forming and Smithing helper grids now only show when you have clay / a hammer in hands Tweak: Set monster spawn grace timer to 0 for the default survival mode Tweak: Added "Metal molding" info to handbook when a tool can be made from pouring metal into molds Tweak: Can now make a skep harvestable in creative mode by right clicking on it with a honey comb in hands Tweak: Distance fadeout for dynamic shadows Tweak: Made ember block more glowy (creative mode block) Tweak: Added medium sized carpets to creative mode Tweak: Improved incandescent materials glow Tweak: Draining temporal stability sound only starts playing when at 65% Tweak: Translocator now also animates and plays sounds when another player steps on it Tweak: Increased chance for hailstorms Tweak: Fear reduction for animals set to 10 generations instead of 20 Tweak: Forge embers now look more glowy Tweak: The new lod system no longer requires additional GPU RAM and semi-smoothly fades between high detail and low detail Tweak: Refined low temporal stability sounds Tweak: World gen tweaks Sealevel water now generates ice block below -17 °C Reduced lake generation below -5 °C down to 0 lakes at -20 °C Trees no longer generate below -18 °C Tweak: Increased marble deposit size Tweak: Minor chunk updating performance improvement (Technical info: Leaves now do a quick check before they do a room search for updaing their wavy state) Tweak: Optimize and improve the quality of dynamic shadows (Technical info: Now uses hardware level interpolation, increased range for reduced quality, shadow pass now uses only low detail chunks, attempted to minimize the chunks rendered during the shadow pass) Tweak: Worldedit Air brush tool no longer replaces water unless targeting water Tweak: Removed commands /glitch, /rain and /slomo Tweak: Removed starter torch when creating a new world Tweak: Loose sticks now look prettier Tweak: Reduced butterfly spawn rate Tweak: Can now add more items to the shelf, such as ores Fixed: Wrong textures and transformations when placing the new style tools on the tool rack Fixed: Game crashing when clicking on an external link on some Linux systems Fixed: Game too bright for many players. This update resets the extra brightness and extra gamma level to 1. You can set it back if the game is too dark for you now Fixed: Crafting recipe for fire starter missing Fixed: Unable to ignite a fire pit with a torch Fixed: Game not launching on Mac OS Fixed: Worldedit Cutout not working with the cuboid paint brush Fixed: Labeled chest text writing issues Fixed: Sign text is now length capped Fixed: Game crashing when attempting to rename a savegame inside the modify world screen Fixed: Gear HUD visible in spectator mode Fixed: /worldconfig not applying changes correctly in some cases Fixed: Wrong third-person transformation for held mushrooms and firestarters Fixed: New slab placement mode mechanic not properly working for some slab types Fixed: Setting cloud y position in the world edit gui could no longer be disabled Fixed: Cloud vertical stutter when the player is moving vertically Fixed: OutOfMemoryException when igniting a bomb Fixed: Quern stopped grinding when the output slot is full Fixed: The command /weather seti not properly initializing the new cloud pattern Fixed: Game crashing when exiting before its loaded Fixed: Cleaver not placeable on tool rack Fixed: High velocity particles causing heavy lag Fixed: Creatures inside water creating high velocity particles Fixed: Torch inside torchholders emitting old style particles Fixed: Game crashing in some cases (NRE in ModSleeping) Fixed: Vertical mud brick slab side solid issues Fixed: Ice blocks flicker issues Fixed: Held torch particles spawned at the wrong location for other players Fixed: Some areas had rain and thunder where there should have been snow only Fixed: More issues with the clay planter Fixed: Farmland, Forges, Firepits and Torches ignoring low levels of rain Fixed: Creative search deleting all text on backspace in cases where it shouldn't Fixed: Wrong lighting on the windmill blades Fixed: Old creative worlds had temporal stability enabled Fixed: Block breaking overlay not visible Fixed: Added some missing tree types to the world edit tree tool Fixed: All creatures not wandering and staying in place more often than they should Fixed: Some characters not displayed or not displayed correctly in chat messages above the players head Fixed: Significant lag issue when looking up in the sky Fixed: Block breaking overlay not adjusted for wind waving motion and random rotations Fixed: Might fix torches and firestarters sometimes not igniting fires when they should Fixed: Crafting trapdoors or slabs put them in horizontal only mode Fixed: Should fix temporal stability mechanic now disabled everywhere Fixed: Creature animations no longer playing properly Fixed: Thrown spears not using the new models Fixed: Should fix worldgen meteor impacts removing water blocks Fixed: Should fix saplings that grew at a chunk edge generating with cut off leaves Fixed: Barrel fullness indicator wrong for honey Fixed: Able to put in berries and the likes into crucibles in some cases Fixed: Might fix saltpeter re-appearing at random in the underground Fixed: Falling sand and gravel not emitting dust particles Fixed: Should fix joining players upside down for a few seconds Fixed: Some animations not correctly playing Fixed: Some particles (e.g. smoke or rain) loosing randomness in some cases Fixed: A couple minor tweaks and fixes too small to mention individually Fixed: Full snow blocks now have a full hitbox if there is a flat snow layer on top. 1 Thick snow layers no longer have any hitbox Fixed: Occlusion culling not considered during shadow pass Fixed: Baked bread lasted only 1-2 days Fixed: All tools were tier 0 Fixed: Multi-Wildcard crafting recipes threw an exception when looked at in the handbook Fixed: Firepit particle related crash on the client Fixed: Silver and Gold ores yielding more nuggets than they are supposed to Fixed: Leaves still slowing down chunk loading Fixed: Might fix a crash with the .blockitempngexport command Fixed: Game crashing on disconned/leave world in some cases Fixed: Storm particles not spawning Fixed: Much better framerate when dynamic shadow are enabled. (Far shadows did not use low detail leaves) Fixed: Small carpets made the block below invisible Fixed: Should fix game crashing for some players when starting an echo chamber track Fixed: Rare jitter issue with animations Fixed: Throwing spear crashes the game Fixed: Mechanical power blocks not receiving shadows Fixed: Creatures sometimes not seeing the player and thus not attacking or fleeing from them Fixed: Rainfall in some places where it should be snowing Fixed: Stutter when trying to access claimed blocks Fixed: Butterfly sitheight on the crops was too high Fixed: A server thread crashing caused odd/broken shutdown behavior as the server ran Server.Stop() twice in 2 threads API Updates since pre.1 Fixed: Runtime loading of textures into a texture atlas not working when loaded from within the creative inventory API Tweak: JSON Shape elements can now have a Reflective property to make things shiny API Refactor: new "schematicSeed" argument for BlockEntity.OnLoadCollectibleMappings() Tweak: Added block patch placement mode NearSaltWater and UnderSaltWater for Tonys immersion mod Tweak: Added privilege "denybreakreinforced" to deny reinforced block breaking for the civ community Tweak: Dropdown gui elements values can now use rich text Refactor: Smithing and knapping recipe patterns now are multilayer you need to surround your pattern with [[ and ]] Refactor: Ditched Collectible.GetQuantityToolModes and Collectible.DrawToolModeIcon and replaced it with Collectible.GetToolModes() Refactor: capi.Render.UnregisterRenderer no longer calls Dispose() on the renderer. You have to call Dispose() manually now! Feature: Composite shape definitions can now also define offsetX/Y/Z Feature: Added engine side support for multiple textures sizes per shape, this now fixes the wrong texture scaling on the armor stand. Feature: Added ability to combine shapes during runtime using shape overlays ( shape: { base: "shape1", overlays: [ { base: "shape2" } ] ) Feature: Can now get a TextureAtlasPosition from a texture path using e.g. api.BlockTextureAtlas[texturePath] Feature: Added api.*TextureAtlas.InsertTextureCached() Refactor: the tools MiningTier is now called ToolTier (MiningTier is still valid but deprecated) API Fixed: Not able to load assets from the config/ folder API Feature: New block property: randomizeRotations API Fixed: Entity hurt event damage source was not set to player when a player attacked (v1.11 bug)
  2. Underchallenged and Overchallenged Vintarians! v1.12.0, a stable release, can now be downloaded through the account manager At long last, it is here, version 1.12! I think we were again able to up the graphics fidelity by a notch or two On Friday, in all likelihood, we will re-do some parts of the website and send out a whole bunch of game keys to youtubers and streamers that we believe could be interested in our wicked voxel game. [Edit:] Also released v1.12.1 to fix that some ruins were 100 times more common than intended. Screenshots, Gifs, Videos of new stuff after pre.1 3D Smithing and Iron bloom working - freshly smelted iron now needs to be refined on the anvil. More mechanization: A helve hammer to mechanize iron bloom and metal plate working Auroa Borealis effect in northern regions Glow worms now spawn in certain caves Various crystals and Amethysts now spawn in the world in the form of Vugs. Reflective surfaces shader effect Ore veins now rarely drop shiny and especially rich crystallized versions of ore which you can now show off in the new display case block Backpacks now visibly show on the players back Many blocks can now be randomly rotated New Tapestry blocks in Underground ruins, amongst other new goodies Clouds now receive pretty sunset coloring A new damage overlay ...and a low health overlay/effect A waypoint editor on the world map: Simply right click to add a waypoint at that location. And waypoint icons were also added Game updates Everything mentioned in the pre.1 blog post The updates in in rc.1, rc.2 and stable Feature: Smithing rework There is no longer invisible extra voxels. What you place is what you get. Adding an ingot adds a 3x2x7 cuboid of voxels Removed all but one Upset Mode, you can instead rotate the work item using right mouse click with hammer in hands. Not sure if thats a good change will probably re-add the other 3 modes Reworked many of the smithing recipes to better fit the more limited available voxels Feature: Cloud system rework Clouds are now colored during colored sunsets The regional weather system of the game is now also reflected in the cloud patterns. You can now see different cloud patterns in the sky Some more attempts to reduce the rather ugly blocky seams in the clouds Tweak: Removed some quirk about how chunks are loaded. Should make it so that chunks load instantly upon connecting/loading a world but might cause 1-3 frame long unknown blocks, let me know if that happens Tweak: Low chance of fixing the fast hunger bug Tweak: Lowered rain sound pitch and volume while under water Tweak: Speed up world loading by reducing regex matching in the crystalized ore item Tweak: Improved clouds performance (added a discard; to shader code. 30->38 FPS when the sky is in view at 128 viewdistance on an intel hd 620) Tweak: Firepit tweaks Brought the firing temperatures for clay products a bit closer together (was kinda wacky range. 600 for molds, 1100 for bricks, 600 for shingles. Now its 650 for molds, 800 for bricks and shingles). Single shingles require less time on their firing temperature to fire. The firing temperature is now reached more quickly, therefore going above the firing/smelting temperature is much slower, reducing the "overtemperature" bonus. Firepits heat up quicker Tweak: Mitigate ruin generation overlap issues. Logs a warning instead of throwing an exception Tweak: Reduce chance of gold deposits by a bit Tweak: Maybe fixes a rare rounding error when smelting metals Fixed: Rain sound not playing while swimming Fixed: Butterflies causing client stutter Fixed: Translocator animation oddities Fixed: Rain going through roofs and worldmap not showing correct blocks in some cases (theoretically fixed) Fixed: Z-Fighting on leaves when wavy foliage was turned off Fixed: Capped max temp storm strength to fix a server side exception Fixed: Forge extinct upon reloading the world or chunk Fixed: Crucible not placeable Fixed: Game crashing when a helve hammer gets unloaded API Fixed: Mods with missing modinfo.json crashing the game API Fixed: Game crashing on invalid transitionprops API Fixed: Handbook crashing on invalid modded chest blocks The updates from all the pre-releases after pre.1 Feature: Added display case to showcase your ores, shells and other small items Feature: Added mechanical helve hammer. Can be used to autocraft metal plates and iron ingots from an iron bloom Feature: Added mechanical power brake block. Can be used to bring a mechanical power system to a halt Feature: World generation additions Added vugs inside quartz veins - hollow cracks filled with crystals Added loose boulders, these generate in mountainy and deserty areas Added glow worms to caves Added Tapestry and other new blocks to ruins. The former will give players more insight into the games lore Feature: Added bioluminescent particle effect to warm, humid waters. Only appear in some locations. Feature: Added aurora borealis effect to cold regions of the game Feature: Added rare crystalized versions of ore. Drop with a 1/200 chance from graded ores, if not blown up by bombs. Feature: Added armor stands, can be used to showcase armor Feature: Added Raccoons. Spawns in forests near trees. Will eat berries from berry bushes and break harvestable skeps for the honey comb. Can pick up and carry around food. Feature: Multilayer smithing. The way smithing works changed notably with this change. It's kinda weird but also kinda interesting. Tweaked Spear and Hammer smithing recipe Feature: Wearing a backpack now visibly shows on the back of the player Feature: Waypoint editor. Can now add, modify or delete waypoints by right clicking on the world map. Can now assign icons to waypoints Feature: Added a shiny reflective effect to crystals, ingot plates, crystalized ores, display cases and other blocks Feature: Iron bloom. Bloomeries no longer yield iron ingots directly but instead drop iron bloom which has to be worked into ingots on the anvil. Feature: Improved damage overlay, new low health overlay Feature: Can now quickly cool down hot items by throwing them into water Feature: Tool modes now display names in the tool mode selector ui Feature: Added amethyst, smoky and rose quartz crystals. Feature: Microblock chiseling improvements Can now chisel slabs and stairs Can now attach blocks to solid sides of chiseled blocks Added new chisel mode to horizontally flip a block Some experiments to chiseling to try to fix the weird ambient occlusion and sub/block light propagation. Let me know if that looks better Feature: Creatures and items can now burn. Standing in lava will now instantly ignite entities. Hitting an entity with a torch has a 10% chance to ignite it Feature: Items and dead creatures inside lava will disappear after a short delay Feature: Full drifter model and texture remake Feature: Hailstorms now damage the player Feature: Added ability to create savegame backups through the modify screen Feature: Butterflies now flee from nearby players Feature: Some blocks now are randomly rotated (flowers, mushrooms, reeds, saplings, tall grass, etc.) Feature: Added 5 new decorative storage vessels. Added ornate planters variants, can be purchased at the artisan trader Feature: Chests, Vessels, Lanterns, Watering cans and Buckets can be rotated in 22.5 degree intervalls Feature: New set of main menu backgrounds Feature: Client side performance improvements to counteract the additional cost of fluffy leaves (Technical info: Poor man's LOD. The game tesselates each chunk twice now a low detail version and a high detail version. Distant chunk are now drawn using the low detail version. Increases RAM usage by a lot currently. Blocktypes can now define a lod1Shape shape file. You can set the lod range using .clientconfig lodbias [0..1] default is 0.25) Feature: Added a remapper assistant. This tool now requires players only to press a button instead of going to the wiki and copypasting commands. Please make a backup of your savegames before using it. Tweak: Game Server performance improvements Uneccessary ~8% performance cost on the server (measured on the public test server) Server frozen for 1-3 seconds during autosave Major lag issue in the mechanical power system that will lead to an eventual server death Significant RAM savings and reduced startup times for large game servers (about 600 MB less on the public test server) Reduced default autosave interval from 2 minutes to 5 minutes Tweak: The "Liquid foam effect" graphics settings now also disables the reflective effects on crystals and ingots Tweak: Searching in the creative inventory should yield better search results by prioritizing item names over item descriptions Tweak: Added "GL Error checking" developer mode Tweak: Renamed Sword to Longblade Tweak: Added some handbook documentation on mechanical power and temporal stability Tweak: All creature can now step a little higher (1 1/8th blocks instead of 1 block) Tweak: The translocator spawns extra particles upon teleport Tweak: Can now place solid rock and prospecting picks in mining bags Tweak: No longer need to hold down right mouse button to pan Tweak: Updated to OpenAL Soft 1.16 to fix sound system not initializing properly everyone once in a while until restarted Tweak: The Bloomery and Anvil no longer resets the temperature of the material / work item Tweak: Updated metal pouring sound Tweak: Dropping a stack of items on the ground makes it split into multiples of 4 Tweak: Clay forming and Smithing helper grids now only show when you have clay / a hammer in hands Tweak: Set monster spawn grace timer to 0 for the default survival mode Tweak: Added "Metal molding" info to handbook when a tool can be made from pouring metal into molds Tweak: Can now make a skep harvestable in creative mode by right clicking on it with a honey comb in hands Tweak: Distance fadeout for dynamic shadows Tweak: Made ember block more glowy (creative mode block) Tweak: Added medium sized carpets to creative mode Tweak: Improved incandescent materials glow Tweak: Draining temporal stability sound only starts playing when at 65% Tweak: Translocator now also animates and plays sounds when another player steps on it Tweak: Increased chance for hailstorms Tweak: Fear reduction for animals set to 10 generations instead of 20 Tweak: Forge embers now look more glowy Tweak: The new lod system no longer requires additional GPU RAM and semi-smoothly fades between high detail and low detail Tweak: Refined low temporal stability sounds Tweak: World gen tweaks Sealevel water now generates ice block below -17 °C Reduced lake generation below -5 °C down to 0 lakes at -20 °C Trees no longer generate below -18 °C Tweak: Increased marble deposit size Tweak: Minor chunk updating performance improvement (Technical info: Leaves now do a quick check before they do a room search for updaing their wavy state) Tweak: Optimize and improve the quality of dynamic shadows (Technical info: Now uses hardware level interpolation, increased range for reduced quality, shadow pass now uses only low detail chunks, attempted to minimize the chunks rendered during the shadow pass) Tweak: Worldedit Air brush tool no longer replaces water unless targeting water Tweak: Removed commands /glitch, /rain and /slomo Tweak: Removed starter torch when creating a new world Tweak: Loose sticks now look prettier Tweak: Reduced butterfly spawn rate Tweak: Can now add more items to the shelf, such as ores Fixed: Wrong textures and transformations when placing the new style tools on the tool rack Fixed: Game crashing when clicking on an external link on some Linux systems Fixed: Game too bright for many players. This update resets the extra brightness and extra gamma level to 1. You can set it back if the game is too dark for you now Fixed: Crafting recipe for fire starter missing Fixed: Unable to ignite a fire pit with a torch Fixed: Game not launching on Mac OS Fixed: Worldedit Cutout not working with the cuboid paint brush Fixed: Labeled chest text writing issues Fixed: Sign text is now length capped Fixed: Game crashing when attempting to rename a savegame inside the modify world screen Fixed: Gear HUD visible in spectator mode Fixed: /worldconfig not applying changes correctly in some cases Fixed: Wrong third-person transformation for held mushrooms and firestarters Fixed: New slab placement mode mechanic not properly working for some slab types Fixed: Setting cloud y position in the world edit gui could no longer be disabled Fixed: Cloud vertical stutter when the player is moving vertically Fixed: OutOfMemoryException when igniting a bomb Fixed: Quern stopped grinding when the output slot is full Fixed: The command /weather seti not properly initializing the new cloud pattern Fixed: Game crashing when exiting before its loaded Fixed: Cleaver not placeable on tool rack Fixed: High velocity particles causing heavy lag Fixed: Creatures inside water creating high velocity particles Fixed: Torch inside torchholders emitting old style particles Fixed: Game crashing in some cases (NRE in ModSleeping) Fixed: Vertical mud brick slab side solid issues Fixed: Ice blocks flicker issues Fixed: Held torch particles spawned at the wrong location for other players Fixed: Some areas had rain and thunder where there should have been snow only Fixed: More issues with the clay planter Fixed: Farmland, Forges, Firepits and Torches ignoring low levels of rain Fixed: Creative search deleting all text on backspace in cases where it shouldn't Fixed: Wrong lighting on the windmill blades Fixed: Old creative worlds had temporal stability enabled Fixed: Block breaking overlay not visible Fixed: Added some missing tree types to the world edit tree tool Fixed: All creatures not wandering and staying in place more often than they should Fixed: Some characters not displayed or not displayed correctly in chat messages above the players head Fixed: Significant lag issue when looking up in the sky Fixed: Block breaking overlay not adjusted for wind waving motion and random rotations Fixed: Might fix torches and firestarters sometimes not igniting fires when they should Fixed: Crafting trapdoors or slabs put them in horizontal only mode Fixed: Should fix temporal stability mechanic now disabled everywhere Fixed: Creature animations no longer playing properly Fixed: Thrown spears not using the new models Fixed: Should fix worldgen meteor impacts removing water blocks Fixed: Should fix saplings that grew at a chunk edge generating with cut off leaves Fixed: Barrel fullness indicator wrong for honey Fixed: Able to put in berries and the likes into crucibles in some cases Fixed: Might fix saltpeter re-appearing at random in the underground Fixed: Falling sand and gravel not emitting dust particles Fixed: Should fix joining players upside down for a few seconds Fixed: Some animations not correctly playing Fixed: Some particles (e.g. smoke or rain) loosing randomness in some cases Fixed: A couple minor tweaks and fixes too small to mention individually Fixed: Full snow blocks now have a full hitbox if there is a flat snow layer on top. 1 Thick snow layers no longer have any hitbox Fixed: Occlusion culling not considered during shadow pass Fixed: Baked bread lasted only 1-2 days Fixed: All tools were tier 0 Fixed: Multi-Wildcard crafting recipes threw an exception when looked at in the handbook Fixed: Firepit particle related crash on the client Fixed: Silver and Gold ores yielding more nuggets than they are supposed to Fixed: Leaves still slowing down chunk loading Fixed: Might fix a crash with the .blockitempngexport command Fixed: Game crashing on disconned/leave world in some cases Fixed: Storm particles not spawning Fixed: Much better framerate when dynamic shadow are enabled. (Far shadows did not use low detail leaves) Fixed: Small carpets made the block below invisible Fixed: Should fix game crashing for some players when starting an echo chamber track Fixed: Rare jitter issue with animations Fixed: Throwing spear crashes the game Fixed: Mechanical power blocks not receiving shadows Fixed: Creatures sometimes not seeing the player and thus not attacking or fleeing from them Fixed: Rainfall in some places where it should be snowing Fixed: Stutter when trying to access claimed blocks Fixed: Butterfly sitheight on the crops was too high Fixed: A server thread crashing caused odd/broken shutdown behavior as the server ran Server.Stop() twice in 2 threads API Updates since pre.1 Fixed: Runtime loading of textures into a texture atlas not working when loaded from within the creative inventory API Tweak: JSON Shape elements can now have a Reflective property to make things shiny API Refactor: new "schematicSeed" argument for BlockEntity.OnLoadCollectibleMappings() Tweak: Added block patch placement mode NearSaltWater and UnderSaltWater for Tonys immersion mod Tweak: Added privilege "denybreakreinforced" to deny reinforced block breaking for the civ community Tweak: Dropdown gui elements values can now use rich text Refactor: Smithing and knapping recipe patterns now are multilayer you need to surround your pattern with [[ and ]] Refactor: Ditched Collectible.GetQuantityToolModes and Collectible.DrawToolModeIcon and replaced it with Collectible.GetToolModes() Refactor: capi.Render.UnregisterRenderer no longer calls Dispose() on the renderer. You have to call Dispose() manually now! Feature: Composite shape definitions can now also define offsetX/Y/Z Feature: Added engine side support for multiple textures sizes per shape, this now fixes the wrong texture scaling on the armor stand. Feature: Added ability to combine shapes during runtime using shape overlays ( shape: { base: "shape1", overlays: [ { base: "shape2" } ] ) Feature: Can now get a TextureAtlasPosition from a texture path using e.g. api.BlockTextureAtlas[texturePath] Feature: Added api.*TextureAtlas.InsertTextureCached() Refactor: the tools MiningTier is now called ToolTier (MiningTier is still valid but deprecated) API Fixed: Not able to load assets from the config/ folder API Feature: New block property: randomizeRotations API Fixed: Entity hurt event damage source was not set to player when a player attacked (v1.11 bug) View full record
  3. Oh. right. Disable dynamic shadows until pre.2 @SnakeFIVE
  4. Could you upload the crash report for me please
  5. Underchallenged and Overchallenged Vintarians! v1.12-pre.1 can now be downloaded through the account manager Yet again, this update was the "but now for real seasons" update, but to have seasons it would be seriously nice to also have rain and snow, so I ended up adding that and much more, to a point where you, the community voted on discord 2 to 1 that this should become its own update. On the bright side, we now have a beautiful weather system and I have now a pretty clear plan on how to get the rest of the seasons mechanics into the game for the next update. You'll also discover that the quality of the games ambient has also been pushed much further as well as a rather game changing new survival mechanic that conveys some more of that juicy lore into Vintage Story. Please notice 1. This is a (likely bug-ridden) preview release, mostly intended for modders and very adventorous players. Version 1.12 is not feature complete yet! 2. New "pre" updates will only be posted in discord #news and not on the blog. A new v1.12 blog post will come when the first release candidate is ready. Still planned features for v1.12: (disclaimer: Any amount of them might not make it into v1.12) Optimization pass. The new weather system and fluffy leaves are rather costly. I hope to add a low detail mode or something of the sorts. A special drifter drop during low temporal stability A mannequin to put your armor on A helve hammer to semi-automate smithing Immersive Armor crafting Animated chest lid, double chests Rock boulders, a luminescent block in caves, papyrus root, rotatable containers New drifter models, tool model overhaul, canvas block 1-2 new creatures Screenshots, Gifs, Videos Completely reworked, location bound weather system. There's now various degrees if wind, snow, rain, hail and other weather effects. Weather impacts various mechanics in the game, such as extinguishing fires. Visible impact of wind on the game world, recognizes wind protected rooms One of the new precipitation types: Hail New cloud formations such as towering cumulonimbus clouds and wavy undulating clouds Temporal stability mechanic. You now have to watch out for low stability areas and temporal storms. More info on this in rc.1 to avoid spoilers A great many improvements on the games ambient, such as new ambient sounds and new torch visuals 42 variants of sea shells now spawn on beaches Fluffy leaves for all the trees Greatly improved the falling block mechanics which now produce avalanche like behavior Can now force slabs into having the placed only vertically or horizontally by putting them in the crafting grid to change the placement mode Some tools now have a new stylized look. More still to come. You now need a fire starter or a torch to ignite a fire pit, whereas the latter is the more reliable option Game updates Feature: Massive Weather system rework Weather patterns are now location bound. Deserts will have different weather patterns than for example Jungles Cloud system rework. Added many new cloud patterns, some with special effects, such as undulating clouds Wind system Added 2 wind ambient sounds (one when the player is in a forest and one in a forest-less area) The Plants and Tree leaves swaying intensity now depends on the wind speed The motion of particles Particles is now affected by wind Enclosed rooms block the wind Precipitation system. Various types and intensities of downfall now occur on a regular interval Some weather patterns will now make it rain or hail Cold areas will have snowfall instead of rain, with a fluid transition from rain to snow Added thunder and lightning effects Feature: Weather in-world impact Butterflies now rest during rain Forges, firepits and forges will extinguish when rain, snow or hail falls on them Farmland gets moist during rain Feature: Added temporal stability mechanic The hotbar hud now has a temporal flux meter. Certain areas, especially the deep underground will drain the player of temporal flux. Stable areas slowly recover the players temporal flux Can extract temporal flux with a temporal gear in off hand and knife in active hand then hold right mouse New world config to disable the temporal stability mechanic. Disabled by default in the exploration mode. Added temporal storms. Causes low stability effects every x days. During low stability you will enter the Rust world: When very low, you take regular damage from being in it Drifters do not walk away from the player during daylight Drifters will spawn during daylight Tougher drifters will spawn The minimum spawning distance to the player is reduced to 0 Feature: Exhaustive ambient and realism improvements Torch rework: New model, fancier particles, plays sounds when in hands. Now has a burned out block variant. Firepit rework: You now need a fire starter or a torch to ignite it. Spawns fancier fire particles and with a pot inside the fire particles spawn around the pot Tree leaves rework: They are now all fluffy Falling blocks rework: They now spawn a lot of particles, play a sound, has a chance to drag other unstable blocks with it, can fall sideways, sideways falling blocks also push player and other creatures, and unstable soil has a chance to collapse when jumped on. In the wilderness survival mode sand, gravel and soil cannot be stacked vertically. Felling tree improvements: Felling a tree now plays a sound and spawns a bunch of falling leaves Forge rework: Added burning ember ambient sounds and the forges burn time is now calendar based (i.e. sleeping will make it go out rather quickly). This should also fix sync some oddities in multiplayer. Still water ambient sound Added seashells: Spawn on beaches. Can be ground into lime. Comes in 42 variations. Tool models rework: Several tools now have a new stylized look The chest now has a new model Feature: New tool: Cleaver. Can be used reliably 1 hit kill domesticated animals starting from their 3rd generation Feature: A number of bugfixes that allows increased world sizes. And now create worlds of size 32x32 mil, although there's a few minor glitches left to fix at this size Feature: Reduced RAM usage by 10-60% (Technical info: Empty chunks are now determined server side, hence may never need to get decompressed. Tall superflat worlds are mostly empty chunks, so these benefit the most from this change) Feature: Can now put slabs in the crafting grid to change their placement mode (Auto, Forced horizontal, forced vertical) Tweak: Hyena chase and flee speed is now doubled Tweak: Holding space while swimming should no longer jitter now Tweak: Improved/Fixed the ambient particles (fireflies, summer dust, in water dust) Tweak: Updated to official OpenTK 3.1. Should fix Issue #174 (Win32Exception) Tweak: Added some info on the plumb and square to the handbook Tweak: Added /debug netbench to benchmark server side networking Tweak: Worldmap hotkeys are no longer shown in the controls menu in a wilderness survival game Tweak: The fuel in hot firepits with an empty input slot now last 3 times longer Tweak: Sleeping animals that are getting damaged now wake up for a while Fixed: Game crashing when placing/removing planks from a plank pile Fixed: Half of the music tracks of the game never played Fixed: Game crashing on empty custom network packets Fixed: Sun texture sometimes glitching out Fixed: Might fix charcoal pits burning down if they are placed at the intersection of chunks Fixed: Should fix thick outlines on the knapping surface when the chunk wireframe is enabled API Updates Feature: Added capi.Event.RegisterAsyncParticleSpawner(ContinousParticleSpawnTaskDelegate handler) for asynchronous particle spawning Feature: Added --tracelog trace logging commandline switch. Useful for mod development with visual studio. Lets you delete the RedirectLogs.cs Feature: Added callback block.OnJsonTesselation(MeshData sourceMesh, BlockPos pos, int[] chunkExtIds, int extIndex3d) Refactor: Blocktype json particle system: Renamed glowLevel to vertexFlags Refactor: Many of the particle property fields were camel cased, now they start with an upper case letter Refactor: capi.Render.ShakeCamera() is now capi.Render.AddCameraShake() Refactor: In the block class bool OnTryIgniteBlock(EntityAgent byEntity, BlockPos pos, float secondsIgniting, ref EnumHandling handling) => EnumIgniteState OnTryIgniteBlock(EntityAgent byEntity, BlockPos pos, float secondsIgniting) Tweak: Dropped obfuscation on ClientPlatform code (~5k LoC) Tweak: New BlockBehavior callbacks: OnBeforeRender(), OnCreatedByCrafting() and GetHeldBlockInfo() Tweak: New event: OnEntityDeath Tweak: New server event: OnTrySpawnEntity Tweak: Better logging during mod loading Tweak: api.ModerLoader.GetModSystem<>() no longer returns a reference for disabled mods Tweak: Ability to animate the off hand item in code by setting controls.LeftUsingHeldItemTransformBefore Fixed: Source mods crash upon load when they referenced other mods Fixed: Collision and Selectionboxes where limited to 1/16th of a cube, now increased to 1/1000th. Also .bsedit was glitchy when using fractional numbers Fixed: Game crashing when more than 4000 items were registered
  6. Hm thats odd, but no, crops currently are not affected by the climate.
  7. Underchallenged and Overchallenged Vintarians! v1.12-pre.1 can now be downloaded through the account manager Yet again, this update was the "but now for real seasons" update, but to have seasons it would be seriously nice to also have rain and snow, so I ended up adding that and much more, to a point where you, the community voted on discord 2 to 1 that this should become its own update. On the bright side, we now have a beautiful weather system and I have now a pretty clear plan on how to get the rest of the seasons mechanics into the game for the next update. You'll also discover that the quality of the games ambient has also been pushed much further as well as a rather game changing new survival mechanic that conveys some more of that juicy lore into Vintage Story. Please notice 1. This is a (likely bug-ridden) preview release, mostly intended for modders and very adventorous players. Version 1.12 is not feature complete yet! 2. New "pre" updates will only be posted in discord #news and not on the blog. A new v1.12 blog post will come when the first release candidate is ready. Still planned features for v1.12: (disclaimer: Any amount of them might not make it into v1.12) Optimization pass. The new weather system and fluffy leaves are rather costly. I hope to add a low detail mode or something of the sorts. A special drifter drop during low temporal stability A mannequin to put your armor on A helve hammer to semi-automate smithing Immersive Armor crafting Animated chest lid, double chests Rock boulders, a luminescent block in caves, papyrus root, rotatable containers New drifter models, tool model overhaul, canvas block 1-2 new creatures Screenshots, Gifs, Videos Completely reworked, location bound weather system. There's now various degrees if wind, snow, rain, hail and other weather effects. Weather impacts various mechanics in the game, such as extinguishing fires. Visible impact of wind on the game world, recognizes wind protected rooms One of the new precipitation types: Hail New cloud formations such as towering cumulonimbus clouds and wavy undulating clouds Temporal stability mechanic. You now have to watch out for low stability areas and temporal storms. More info on this in rc.1 to avoid spoilers A great many improvements on the games ambient, such as new ambient sounds and new torch visuals 42 variants of sea shells now spawn on beaches Fluffy leaves for all the trees Greatly improved the falling block mechanics which now produce avalanche like behavior Can now force slabs into having the placed only vertically or horizontally by putting them in the crafting grid to change the placement mode Some tools now have a new stylized look. More still to come. You now need a fire starter or a torch to ignite a fire pit, whereas the latter is the more reliable option Game updates Feature: Massive Weather system rework Weather patterns are now location bound. Deserts will have different weather patterns than for example Jungles Cloud system rework. Added many new cloud patterns, some with special effects, such as undulating clouds Wind system Added 2 wind ambient sounds (one when the player is in a forest and one in a forest-less area) The Plants and Tree leaves swaying intensity now depends on the wind speed The motion of particles Particles is now affected by wind Enclosed rooms block the wind Precipitation system. Various types and intensities of downfall now occur on a regular interval Some weather patterns will now make it rain or hail Cold areas will have snowfall instead of rain, with a fluid transition from rain to snow Added thunder and lightning effects Feature: Weather in-world impact Butterflies now rest during rain Forges, firepits and forges will extinguish when rain, snow or hail falls on them Farmland gets moist during rain Feature: Added temporal stability mechanic The hotbar hud now has a temporal flux meter. Certain areas, especially the deep underground will drain the player of temporal flux. Stable areas slowly recover the players temporal flux Can extract temporal flux with a temporal gear in off hand and knife in active hand then hold right mouse New world config to disable the temporal stability mechanic. Disabled by default in the exploration mode. Added temporal storms. Causes low stability effects every x days. During low stability you will enter the Rust world: When very low, you take regular damage from being in it Drifters do not walk away from the player during daylight Drifters will spawn during daylight Tougher drifters will spawn The minimum spawning distance to the player is reduced to 0 Feature: Exhaustive ambient and realism improvements Torch rework: New model, fancier particles, plays sounds when in hands. Now has a burned out block variant. Firepit rework: You now need a fire starter or a torch to ignite it. Spawns fancier fire particles and with a pot inside the fire particles spawn around the pot Tree leaves rework: They are now all fluffy Falling blocks rework: They now spawn a lot of particles, play a sound, has a chance to drag other unstable blocks with it, can fall sideways, sideways falling blocks also push player and other creatures, and unstable soil has a chance to collapse when jumped on. In the wilderness survival mode sand, gravel and soil cannot be stacked vertically. Felling tree improvements: Felling a tree now plays a sound and spawns a bunch of falling leaves Forge rework: Added burning ember ambient sounds and the forges burn time is now calendar based (i.e. sleeping will make it go out rather quickly). This should also fix sync some oddities in multiplayer. Still water ambient sound Added seashells: Spawn on beaches. Can be ground into lime. Comes in 42 variations. Tool models rework: Several tools now have a new stylized look The chest now has a new model Feature: New tool: Cleaver. Can be used reliably 1 hit kill domesticated animals starting from their 3rd generation Feature: A number of bugfixes that allows increased world sizes. And now create worlds of size 32x32 mil, although there's a few minor glitches left to fix at this size Feature: Reduced RAM usage by 10-60% (Technical info: Empty chunks are now determined server side, hence may never need to get decompressed. Tall superflat worlds are mostly empty chunks, so these benefit the most from this change) Feature: Can now put slabs in the crafting grid to change their placement mode (Auto, Forced horizontal, forced vertical) Tweak: Hyena chase and flee speed is now doubled Tweak: Holding space while swimming should no longer jitter now Tweak: Improved/Fixed the ambient particles (fireflies, summer dust, in water dust) Tweak: Updated to official OpenTK 3.1. Should fix Issue #174 (Win32Exception) Tweak: Added some info on the plumb and square to the handbook Tweak: Added /debug netbench to benchmark server side networking Tweak: Worldmap hotkeys are no longer shown in the controls menu in a wilderness survival game Tweak: The fuel in hot firepits with an empty input slot now last 3 times longer Tweak: Sleeping animals that are getting damaged now wake up for a while Fixed: Game crashing when placing/removing planks from a plank pile Fixed: Half of the music tracks of the game never played Fixed: Game crashing on empty custom network packets Fixed: Sun texture sometimes glitching out Fixed: Might fix charcoal pits burning down if they are placed at the intersection of chunks Fixed: Should fix thick outlines on the knapping surface when the chunk wireframe is enabled API Updates Feature: Added capi.Event.RegisterAsyncParticleSpawner(ContinousParticleSpawnTaskDelegate handler) for asynchronous particle spawning Feature: Added --tracelog trace logging commandline switch. Useful for mod development with visual studio. Lets you delete the RedirectLogs.cs Feature: Added callback block.OnJsonTesselation(MeshData sourceMesh, BlockPos pos, int[] chunkExtIds, int extIndex3d) Refactor: Blocktype json particle system: Renamed glowLevel to vertexFlags Refactor: Many of the particle property fields were camel cased, now they start with an upper case letter Refactor: capi.Render.ShakeCamera() is now capi.Render.AddCameraShake() Refactor: In the block class bool OnTryIgniteBlock(EntityAgent byEntity, BlockPos pos, float secondsIgniting, ref EnumHandling handling) => EnumIgniteState OnTryIgniteBlock(EntityAgent byEntity, BlockPos pos, float secondsIgniting) Tweak: Dropped obfuscation on ClientPlatform code (~5k LoC) Tweak: New BlockBehavior callbacks: OnBeforeRender(), OnCreatedByCrafting() and GetHeldBlockInfo() Tweak: New event: OnEntityDeath Tweak: New server event: OnTrySpawnEntity Tweak: Better logging during mod loading Tweak: api.ModerLoader.GetModSystem<>() no longer returns a reference for disabled mods Tweak: Ability to animate the off hand item in code by setting controls.LeftUsingHeldItemTransformBefore Fixed: Source mods crash upon load when they referenced other mods Fixed: Collision and Selectionboxes where limited to 1/16th of a cube, now increased to 1/1000th. Also .bsedit was glitchy when using fractional numbers Fixed: Game crashing when more than 4000 items were registered View full record
  8. That should already work, doesn't it?
  9. Dear Community v1.11.11, a stable release, can now be downloaded through the account manager Fixes an item dupe glitch. Screenshot and Build by Zaldaryon Game updates Tweak: Some error checking to avoid / better report crashes some specific crashes Tweak: Game now shows a warning on each savegame when attempting to open it with an older version of the game Fixed: Plank piles falling apart in some cases Fixed: Metal plate dupe glitch Fixed: Trying to put food into non-empty crocks did not properly merge meals Fixed: Missing visuals and translations for cooked meals containing pickled vegetables API Tweak: Added some exception logging when the ModLoader fails with a TypeException
  10. Dear Community v1.11.11, a stable release, can now be downloaded through the account manager Fixes an item dupe glitch. Screenshot and Build by Zaldaryon Game updates Tweak: Some error checking to avoid / better report crashes some specific crashes Tweak: Game now shows a warning on each savegame when attempting to open it with an older version of the game Fixed: Plank piles falling apart in some cases Fixed: Metal plate dupe glitch Fixed: Trying to put food into non-empty crocks did not properly merge meals Fixed: Missing visuals and translations for cooked meals containing pickled vegetables API Tweak: Added some exception logging when the ModLoader fails with a TypeException View full record
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  11. Also, I took the time to document the /worldconfig now: https://wiki.vintagestory.at/index.php?title=List_of_server_commands#World_Control
  12. Here are the spawn conditions in entities/land/hare-male.json runtime: { group: "neutral", tryOnlySurface: true, chance: 0.002, maxQuantity: 3, "__comment": "Make them spawn away from artifical light so they don't spawn inside farmland", maxLightLevel: 8, lightLevelType: "onlyBlockLight", groupSize: { dist: "uniform", avg: 1, var: 3 }, insideBlockCodes: ["tallgrass-*", "snowlayer-1", "frostedtallgrass-*"], minTemp: -5, maxTemp: 25, minRain: 0.3, maxRain: 0.9, minForestOrShrubs: 0.25, maxForest: 0.75, maxShrubs: 0.75, companions: ["hare-female-{type}", "hare-baby", "hare-baby"] } As you can see, there's indeed certain climate requirements for them to spawn. When in-game you can look at the climate conditions on where you're standing by typing /wgen pos climate ...or by using a mod. I think @Novocain made a thing that shows you the rainfall and temperature on the top left corner of the screen. Maybe it was VSHUD?
  13. Dear Community v1.11.10, a stable release, can now be downloaded through the account manager So turns out you were not able to use pickled vegetables as part of cooking. I could not let this rest and *had* to make a patch for that. Why do you ask? Maybe I'm being OCD about minor details? Perhaps its some odd form of procrastination so I don't have to work on v1.12? Is it due the community excitedly going like "We love you, but give us more features, you pleb!"? Or am I too embarrassed over my own mistakes? We'll never know! Also you can put crucibles and bowls on shelves now! \o/ Game updates Feature: Shelves can now also hold bowls, and crucibles Tweak: The angry bee mob model now more closely resembles the peaceful bees Tweak: Set zfar to 3000 blocks so very distant clouds are also rendered, lets see how that goes. Might cause additional z-fighting or clipping issues Fixed: Might fix or mitigate fall damage when standing very close to the edge Fixed: Gold and silver chain not smith-able Fixed: Some of the underground loot logging an error ("Cannot fix itemstack mapping") and deleting itself Fixed: An early server shutdown caused the calendar system to throw an exception Fixed: Pickled vegetables could not be used in meals Fixed: Worldmap broken near the world edge Fixed: Translocator throwing exceptions when near the world edge View full record
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  14. Dear Community v1.11.10, a stable release, can now be downloaded through the account manager So turns out you were not able to use pickled vegetables as part of cooking. I could not let this rest and *had* to make a patch for that. Why do you ask? Maybe I'm being OCD about minor details? Perhaps its some odd form of procrastination so I don't have to work on v1.12? Is it due the community excitedly going like "We love you, but give us more features, you pleb!"? Or am I too embarrassed over my own mistakes? We'll never know! Also you can put crucibles and bowls on shelves now! \o/ Game updates Feature: Shelves can now also hold bowls, and crucibles Tweak: The angry bee mob model now more closely resembles the peaceful bees Tweak: Set zfar to 3000 blocks so very distant clouds are also rendered, lets see how that goes. Might cause additional z-fighting or clipping issues Fixed: Might fix or mitigate fall damage when standing very close to the edge Fixed: Gold and silver chain not smith-able Fixed: Some of the underground loot logging an error ("Cannot fix itemstack mapping") and deleting itself Fixed: An early server shutdown caused the calendar system to throw an exception Fixed: Pickled vegetables could not be used in meals Fixed: Worldmap broken near the world edge Fixed: Translocator throwing exceptions when near the world edge
  15. Dear Community v1.11.9, a stable release, can now be downloaded through the account manager In an attempt to fix issues related to respawning I seem to have broken it even further in v1.11.8, but I'm fairly confident that this time I fixed it for good! Screenshot and build by @DiZz Game updates Fixed: One more attempt to reduce stutter issue with the block info hud Fixed: One more worldmap crash fixed on invalid blocks Fixed: Respawning not working properly in many cases. This might, at long last, fix all respawn related issues. Fixed: One more attempt at fixing a very rare SQLite Error Fixed: Salt bed deposits were not supposed to spawn visibly on the sides of cliffs. This change should notably reduce them. Fixed: Some serious berry harvesting oddities (crashing, bushes duplicating, etc.) Fixed: Other players armor in multiplayer not updating or glitchy Fixed: Should prevent caves filled with saltpeter Fixed: Mitigate lava falls very transparent Fixed: Distant clouds cut off (technical info: doubled z-far clipping plane distance from 1500 to 3000. Might cause new z-fighting or clipping issues, but lets see) View full record
  16. Dear Community v1.11.9, a stable release, can now be downloaded through the account manager In an attempt to fix issues related to respawning I seem to have broken it even further in v1.11.8, but I'm fairly confident that this time I fixed it for good! Screenshot and build by @DiZz Game updates Fixed: One more attempt to reduce stutter issue with the block info hud Fixed: One more worldmap crash fixed on invalid blocks Fixed: Respawning not working properly in many cases. This might, at long last, fix all respawn related issues. Fixed: One more attempt at fixing a very rare SQLite Error Fixed: Salt bed deposits were not supposed to spawn visibly on the sides of cliffs. This change should notably reduce them. Fixed: Some serious berry harvesting oddities (crashing, bushes duplicating, etc.) Fixed: Other players armor in multiplayer not updating or glitchy Fixed: Should prevent caves filled with saltpeter Fixed: Mitigate lava falls very transparent Fixed: Distant clouds cut off (technical info: doubled z-far clipping plane distance from 1500 to 3000. Might cause new z-fighting or clipping issues, but lets see)
  17. Dear Community v1.11.7, a stable release, can now be downloaded through the account manager [Edit:] Also uploaded v1.11.8 to fix a potential server dead lock issue Perhaps I shouldn't have touched the v1.11 branch anymore, now I cannot seem to stop releasing more of them ^_^; I've come to notice the armor calculations were not calculated as intended, so they might have gotten a bit of a nerf now. But on the bright side, we've now got fancy gold and silver armor. They are mostly a vanity item, as their protection values are about the same as copper. Game updates Feature: Added Gold and Silver Chain and Plate armor by @Balduranne Tweak: Added a section on mechanical power to the handbook Tweak: Another attempt to fix stutter issues with the block info hud and block interaction help Tweak: Entity info box now shows their damage tier Tweak: Changed default surface copper deposity frequency for survive&build works from Uncommon to Rare Tweak: Reduced the amount of salt lake beds by 33% Tweak: Armor fix-up Added "high damage resistant" to gambeson, leather and plate armor. This means damage taken from high tier A high damage vs. protection tier disparity now drains the armors durability a lot more. In other words, if you decide to fight enemies that do tier 3 attacks with tier 0 armor then your armor will have a bad time Some polishing touches to some of the armor sounds. Chain and brigandine sounds are a bit more silent. Brigandine sounds are now shorter. Landing on the ground now also plays a sound. Fixed locust doing only tier 0 damage Fixed: Jump walking/sprinting in armor was faster than going by foot Fixed protection values incorrectly calculated Fixed: Hyenas attacking in passive mode Fixed: A bunch of fixes to make the game more crash resilient against invalid blocks Fixed: Rare server crash Fixed: Spectator mode players visible in the worldmap and held items were also visible Fixed: Axe not chopping down resin logs View full record
  18. Dear Community v1.11.7, a stable release, can now be downloaded through the account manager [Edit:] Also uploaded v1.11.8 to fix a potential server dead lock issue Perhaps I shouldn't have touched the v1.11 branch anymore, now I cannot seem to stop releasing more of them ^_^; I've come to notice the armor calculations were not calculated as intended, so they might have gotten a bit of a nerf now. But on the bright side, we've now got fancy gold and silver armor. They are mostly a vanity item, as their protection values are about the same as copper. Game updates Feature: Added Gold and Silver Chain and Plate armor by @Balduranne Tweak: Added a section on mechanical power to the handbook Tweak: Another attempt to fix stutter issues with the block info hud and block interaction help Tweak: Entity info box now shows their damage tier Tweak: Changed default surface copper deposity frequency for survive&build works from Uncommon to Rare Tweak: Reduced the amount of salt lake beds by 33% Tweak: Armor fix-up Added "high damage resistant" to gambeson, leather and plate armor. This means damage taken from high tier A high damage vs. protection tier disparity now drains the armors durability a lot more. In other words, if you decide to fight enemies that do tier 3 attacks with tier 0 armor then your armor will have a bad time Some polishing touches to some of the armor sounds. Chain and brigandine sounds are a bit more silent. Brigandine sounds are now shorter. Landing on the ground now also plays a sound. Fixed locust doing only tier 0 damage Fixed: Jump walking/sprinting in armor was faster than going by foot Fixed protection values incorrectly calculated Fixed: Hyenas attacking in passive mode Fixed: A bunch of fixes to make the game more crash resilient against invalid blocks Fixed: Rare server crash Fixed: Spectator mode players visible in the worldmap and held items were also visible Fixed: Axe not chopping down resin logs
  19. Dear Community v1.11.5, a stable release, can now be downloaded through the account manager [Edit:] Also released v1.11.6 to fix a crash related to the changes in the lighting system! It's always a difficult balance to strike on whether to work on new stuff or to push more bugfix/balancing releases and when and how often and etc. This balancing/bugfix release was probably worth releasing as part of v1.11 still though. Do let me know if how you think though! Also, the wind mill is now 33% more impressive, as you can add another section of sails now Game updates Tweak: Propick fix-up The propick is now 12 times more sensitive - very low quantities of ore are now listed as "Miniscule quantity" Gold and Silver deposits were not detected by the pro pick Tweak: Land claiming fix-up Reduced minimum claim area size from 6x6x6 to 5x5x5 Fixed "/land claim new" throwing an exception when max claims were used up Fixed: Adding an area to a land claim sometimes reported that it was not adjacent although it was Tweak: Wind mills now can be extended by another section. This means 3 wide wind mills are now at 75% efficiency. Add another section for 100% Tweak: The bee mob now does tier 3 damage Tweak: In places where gold and silver deposits spawns, the amount of small deposits are now 30-40% less Fixed: In some cases game client getting laggy after longer game play Fixed: Very low damage with armor was healing the player Fixed: Should fix rams aggressive in the passive mode Fixed: More sun lighting issues. Fully enclosed rooms did not turn dark in some cases. Might require a new chunks or /debug cr for the correct lighting to apply. Fixed: Might fix some issues with player respawn API Fixed: /expclang generating invalid lang entries for modded blocks View full record
  20. Dear Community v1.11.5, a stable release, can now be downloaded through the account manager [Edit:] Also released v1.11.6 to fix a crash related to the changes in the lighting system! It's always a difficult balance to strike on whether to work on new stuff or to push more bugfix/balancing releases and when and how often and etc. This balancing/bugfix release was probably worth releasing as part of v1.11 still though. Do let me know if how you think though! Also, the wind mill is now 33% more impressive, as you can add another section of sails now Game updates Tweak: Propick fix-up The propick is now 12 times more sensitive - very low quantities of ore are now listed as "Miniscule quantity" Gold and Silver deposits were not detected by the pro pick Tweak: Land claiming fix-up Reduced minimum claim area size from 6x6x6 to 5x5x5 Fixed "/land claim new" throwing an exception when max claims were used up Fixed: Adding an area to a land claim sometimes reported that it was not adjacent although it was Tweak: Wind mills now can be extended by another section. This means 3 wide wind mills are now at 75% efficiency. Add another section for 100% Tweak: The bee mob now does tier 3 damage Tweak: In places where gold and silver deposits spawns, the amount of small deposits are now 30-40% less Fixed: In some cases game client getting laggy after longer game play Fixed: Very low damage with armor was healing the player Fixed: Should fix rams aggressive in the passive mode Fixed: More sun lighting issues. Fully enclosed rooms did not turn dark in some cases. Might require a new chunks or /debug cr for the correct lighting to apply. Fixed: Might fix some issues with player respawn API Fixed: /expclang generating invalid lang entries for modded blocks
  21. Dear Community v1.11.3, a stable release, can now be downloaded through the account manager A few more tweaks here, a few more fixes there so we can have awesome game-play everywhere \o/ [Edit:] Also released v1.11.4 to fix a crash when attempting to create a new world with the standalone game server! Game updates Tweak: Quern can now also be powered from the bottom Tweak: Hoppers no longer pull items from a container above them. Use chutes for that. Tweak: Updated trader buying/selling lists. The commodities and survival goods trader now have a much larger stock of halite Tweak: Updated all language files Tweak: Doubled the default land claiming allowance Tweak: Wooden gears now make a creaky wood sound when turning Tweak: Flour, Lime, Salt and Bonemeal now dissolves thrown in water Fixed: Automated Quern rotating in the wrong direction Fixed: Removing and replacing a part of a mechanical power train caused the now reconnected part to not turn Fixed: Armor durability was deduced based on the deducted damage and not the incoming damage. Armor durability will now go down more significantly Fixed: Jerkin had the same grid recipe as leather armor. Also crafting jerkin was more expensive than intended Fixed: Windmill blades wrongly oriented again View full record
  22. Dear Community v1.11.3, a stable release, can now be downloaded through the account manager A few more tweaks here, a few more fixes there so we can have awesome game-play everywhere \o/ [Edit:] Also released v1.11.4 to fix a crash when attempting to create a new world with the standalone game server! Game updates Tweak: Quern can now also be powered from the bottom Tweak: Hoppers no longer pull items from a container above them. Use chutes for that. Tweak: Updated trader buying/selling lists. The commodities and survival goods trader now have a much larger stock of halite Tweak: Updated all language files Tweak: Doubled the default land claiming allowance Tweak: Wooden gears now make a creaky wood sound when turning Tweak: Flour, Lime, Salt and Bonemeal now dissolves thrown in water Fixed: Automated Quern rotating in the wrong direction Fixed: Removing and replacing a part of a mechanical power train caused the now reconnected part to not turn Fixed: Armor durability was deduced based on the deducted damage and not the incoming damage. Armor durability will now go down more significantly Fixed: Jerkin had the same grid recipe as leather armor. Also crafting jerkin was more expensive than intended Fixed: Windmill blades wrongly oriented again
  23. Dear Community v1.11.2, a stable release, can now be downloaded through the account manager Took 2 days off from working on v1.12 to supply you with a few important fixes and balancing changes. A bit daring to mark it stable immediately. Let's see how that goes Amongst the tweaks and fixes I also added that you can set the world width and length in the customize world screen. Anyone up for a 128x128 mini-world challenge? Game updates Feature: Quern automation. If the querns output slot is full or taken, it will begin to spit out flour on its 4 sides. If any side is blocked, that side is skipped but also the grinding progress is reset. Place hoppers below to collect the flour for full automation. Feature: Improved crock shelf interaction. Can now more intuitively select where to place a crock Feature: Added world config for world width, length and a setting on whether you can fall off the edge Tweak: Armor rebalance. Debuffed plate armor protection a bit. Smithing metal scales now yields 2 scale piles each instead of 1 Added leather jerkin armor that gives 40% protection which is now used as a base ingredient for brigandine and chain armor Chain armor is now a base ingredient for scale and plate armor. Tweaked the grid recipes for those armors in the process. Tweak: Porridge debuff: Spoils 33% faster and grain inside meals is 12% less nutritious Tweak: Wind will blow more often now and is less local Tweak: Added new sound for plate placing Tweak: Bombs extinguish themselves if ignited close to claimed lands Tweak: Sold out items at the trader are now visibly crossed out Tweak: Applying a lock now plays a sound and the block info hud for chests now display that they are locked or reinforced Tweak: Changing GUI scale now also scales the mouse cursors Tweak: Piglets now more likely to grow into femals than males Tweak: Reduced iron deposit size by about 14% Tweak: Crafting sails is now twice as costly, but yields 4 times as many sails Tweak: Flour dropped as item now dissolves in water Tweak: Chisel takes half durability loss when using for microblock chiseling Tweak: In passive creatures mode, creatures no longer get aggressive when they take fall damage Tweak: Bunch of attempts to fix incorrect turn directions of mechanical power blocks. Maybe fixed now? Fixed: Jitter on rotating mechanical power blocks, buttery smooth motion now Fixed: Able to fall of world edge if x or z coord is <= 0 Fixed: Rare crash related to falling blocks Fixed: Rare crash with the decal system (e.g. caused by teleporting often) Fixed: Rare crash related to interacting with blocks (e.g. querns) Fixed: Plate pile deleting plates if placed in bulk Fixed: When selling something to a trader, in some cases, he would take away more items from the player than needed Fixed: Various issues with the chunks at world edges not rendering correctly Fixed: Itemstack info tooltip not updating when flipping between 2 similar items Fixed: Wolves in passive mode were still aggressive Fixed: Foam shader effect not set by presets Fixed: GL Debug mode not setting up the gl debug callback handler Fixed: Might fix the NullReferenceException originating from ChunkTesselatorManager.OnFinalizeFrame View full record
  24. Dear Community v1.11.2, a stable release, can now be downloaded through the account manager Took 2 days off from working on v1.12 to supply you with a few important fixes and balancing changes. A bit daring to mark it stable immediately. Let's see how that goes Amongst the tweaks and fixes I also added that you can set the world width and length in the customize world screen. Anyone up for a 128x128 mini-world challenge? Game updates Feature: Quern automation. If the querns output slot is full or taken, it will begin to spit out flour on its 4 sides. If any side is blocked, that side is skipped but also the grinding progress is reset. Place hoppers below to collect the flour for full automation. Feature: Improved crock shelf interaction. Can now more intuitively select where to place a crock Feature: Added world config for world width, length and a setting on whether you can fall off the edge Tweak: Armor rebalance. Debuffed plate armor protection a bit. Smithing metal scales now yields 2 scale piles each instead of 1 Added leather jerkin armor that gives 40% protection which is now used as a base ingredient for brigandine and chain armor Chain armor is now a base ingredient for scale and plate armor. Tweaked the grid recipes for those armors in the process. Tweak: Porridge debuff: Spoils 33% faster and grain inside meals is 12% less nutritious Tweak: Wind will blow more often now and is less local Tweak: Added new sound for plate placing Tweak: Bombs extinguish themselves if ignited close to claimed lands Tweak: Sold out items at the trader are now visibly crossed out Tweak: Applying a lock now plays a sound and the block info hud for chests now display that they are locked or reinforced Tweak: Changing GUI scale now also scales the mouse cursors Tweak: Piglets now more likely to grow into femals than males Tweak: Reduced iron deposit size by about 14% Tweak: Crafting sails is now twice as costly, but yields 4 times as many sails Tweak: Flour dropped as item now dissolves in water Tweak: Chisel takes half durability loss when using for microblock chiseling Tweak: In passive creatures mode, creatures no longer get aggressive when they take fall damage Tweak: Bunch of attempts to fix incorrect turn directions of mechanical power blocks. Maybe fixed now? Fixed: Jitter on rotating mechanical power blocks, buttery smooth motion now Fixed: Able to fall of world edge if x or z coord is <= 0 Fixed: Rare crash related to falling blocks Fixed: Rare crash with the decal system (e.g. caused by teleporting often) Fixed: Rare crash related to interacting with blocks (e.g. querns) Fixed: Plate pile deleting plates if placed in bulk Fixed: When selling something to a trader, in some cases, he would take away more items from the player than needed Fixed: Various issues with the chunks at world edges not rendering correctly Fixed: Itemstack info tooltip not updating when flipping between 2 similar items Fixed: Wolves in passive mode were still aggressive Fixed: Foam shader effect not set by presets Fixed: GL Debug mode not setting up the gl debug callback handler Fixed: Might fix the NullReferenceException originating from ChunkTesselatorManager.OnFinalizeFrame
  25. Dear Community v1.11.1, a stable release, can now be downloaded through the account manager Game updates Tweak: Improved creature leaping accuracy. They now take the players velocity into account to jump in the right direction. Locust move a bit faster Tweak: Added server uptime to the /stats command Fixed: Should actually fix v1.10 locust cages crashing and not spawning locusts Fixed: Some missing translations Fixed: Game crashing when spamming the Q button on a backpack slot item Fixed: Cooking 33% spoiled cabbage turned into a rotten meal Fixed: Hot meals not showing the "Perishable" notice API Tweak: Added a bunch of "Custom1-2-3" flags to EnumItemStorageFlags for modders to use as a temporary solution until recoded View full record
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