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Tyron

VS Team (Lead)
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Posts posted by Tyron

  1. 36 minutes ago, heptagonrus said:

    Hmm, it is still unclear if I should move all my suggestions to the tracker or not. Also some of the suggestions are additions to suggestions from others ...

    And what to do with huge suggestion discussions, like ore / prospecting?

    Maybe I should move only ones if Tyron explicitly says in forum thread "ok, I like it, I will do this some day"?

    How about concrete small changes/feature requests can go on the issue tracker, whereas bigger changes/additions to the games mechanics on which there is no consensus on it's exact and complete implementation stays on the forum?

    • Like 2
  2. Version 1.5.2.1, a testing release, is now ready for download in the account manager. 

    This is the release that will go online on the public server now! I hope the baskets in pre 1.5.2 worlds now upgrade properly.

    Game updates

    • Feature: Added new commandline arg: --addModPath for @Milo Christiansen
    • Tweak: Added ability to use wildcards on /entity removebytype or countbytype
    • Tweak: Strawdummy placing sound, bee mob somewhat more silent, locust idle sound was not attenuated
    • Fixed: Incorrect sRGB Profile console spam on linux (at least most of it, i hope)
    • Fixed: Double ore drop patch accidentally shipped with the game
    • Fixed: Bugs when loading pre 1.5.2 Worlds:
      • Lanterns dropping invisible blocks and not default to their copper variant
      • Weird happenings with Baskets 
    • Fixed: Exception thrown on newly generated chunks related to bee hives
    • Fixed: Pick block on slabs and trap doors returning wrong block
    • Fixed: Server ticking blocks system throwing an exception on server shutdown
    • Fixed: Harvestabke skeps not dropping any honeycomb >.>
    • Fixed: Creature forever walking into walls
    • Fixed: Dynamic shadows of some creatures rendered at the players position
    • Fixed: Locust almost never spawning
    • Fixed: Shapeless grid crafting crashing
    • Fixed: Fall damage turned off
    • Fixed: Avatar in character dialog drawn over itemstack info (probably)

    Semi-releated, check out this base by @redram on the public server, dayum!
    2018-03-18_23-50-13.thumb.png.30e8d98cc444e37f8d8f4736d9e9e3cc.png


    View full record

  3. Clonk. A small obscure game mostly played by german players. The very first version was made in 1994, I got to know it only 5 years later. It was like terraria,  with blocks the size of single screen pixels, and more sandbox-y / multiplayer oriented, no boss mobs or anything. It's the game with which I learned programming.

    • Like 4
  4. Beekeeping Vintarians
    Version 1.5.2, a testing release, is now ready for download in the account manager. But beeware of the bugs! But seriously, this version might be exceptionally buggy, so if you decide to try it out on your old worlds, create a backup first! Also don't forget to execute the update commands for old worlds as listed on the wiki!

    The price bump
    First of all, thank you all for participating on the twitter and forum polls on the price of vintage story. On twitter 87% voted for raising and on the forums it was 63%. So after long consideration I did conclude to raise it by 2 Eur/3.5USD. To those that voted to keep the previous price, I hear you too! 
    So, as promised, everyone that purchased the game so far can get a gift-able game account for 50% off. Additionally, buyers of the supporter add-on can use their coupon twice. Only works on vintagestory.at and not through humble bundle and they will be valid for 1 year.

    For Vintarians, use coupon code: 9CF76
    For Very Important Vintarians, use coupon code: 1AA72
    (This is my first time using the coupon system though, I might have gotten something wrong, so please let me know if you have any issues with it!)
     

    But back to the update itself
    Despite my heavy disclaimers, this update does contain the 2 major requested features that I mentioned I would be working on: Bee keeping and more intricate lantern crafting with a greater variety. Colored lantern lights are not there yet, but I already prepared the engine for that :-)

    A metric ton of features made it into this release, in fact I think this is the largest update since ever. I don't know how we managed to cram so many fixes, changes and additions into those 15 days since the previous release. I didn't even had the impression we were particularly productive these days.

    My favorite additions are probably the stone skipping, the angry bee mob and the json patching system. The latter is gonna get so extremely useful not only for modders but also for us to invent new play styles with much less effort.

    Many of the changes and additions that made it into this release have been requested by you! It's awesome to have such creative input from everyone of you and we're looking forward to implement more community requested features. Thank you and keep beeing awesome! <3


    Pretty pictures

    New creature - The  Locust
    locusts.png.d5e4196c6b810d02952b1f890efe4915.png

    Medieval Bee Keeping
    0-beekeping.thumb.jpg.e1c0019ac2bda1193f031e797b419aeb.jpg

    More Lanterns, Bunch'o'Candles, Brick Slabs, Brick Stairs, Vertical slabs, Vertical trapdoors and Mudbricks
    0-newblocks.thumb.jpg.bd3d6b71f11f2d15271974ff6c7f77bc.jpg


    Full Game update list

    • Feature: New Creature - The Locust
      • Required several new engine mechanics, but these creatures will now climb any block, stick in herds, attack in herds, might startle the unsuspecting spelunker and are generally just really creepy ;)
    • Feature: Greater lantern variety
      • New recipe. Is now made from metal plates, clear quartz and a candle
      • Metal plates can now be smithed on the anvil
      • Can now be made from several metals, including a new 90% lead+ 10% copper alloy: Molybdochalkos. |
        All available variants: Copper, Brass, Black Bronze, Tin bronze, Bismuth bronze, Iron, Molybdochalkos, Silver and Gold
      • It's intensity can now be boosted by 2 light levels with gold/silver lining
    • Feature: Medieval bee keeping
      • Bee hives will now rarely spawn in warm, rather dry climates
      • Can now build skeps which, when placed nearby a hive will get populated, if there is enough nearby flowers 
      • Populated skeps can be picked up (but only be held in one of the 4 backpack slots) and transported to your home. Hold down CTRL and then move the mouse wheel to also cycle through your backpack slots! 
      • Populated skeps will eventually turn into harvestable skeps that can be broken to collect honeycomb, this destroys the hive though, so make sure to keep spreading those bee hives into more nearby empty skeps
      • Honeycomb can be separated into honey and beeswax by squeezing it out over an empty clay bowl
      • Eating Honey heals you by 2 health points, Beeswax can be turned into candles
      • Can use populated skeps to craft Beenades which can be thrown for a stingy surprise. Hint: Bees are pretty much angry at anything.
    • Feature: New block - Bunch'o'Candles
      • Candles crafted from beeswax can now be placed in a bunch of up to 9 in one block. Never burn out. Each candle adds one light level to the block
    • Feature: Server block ticking
      • Barren soil now grows back it's grass
      • Lava ignites nearby combustible blocks
    • Feature: Infinite Ladder Stacking! Spam place a ladder on a ladder and watch it grow until the sky or hell, whatever you like better :D
    • Feature: Vertical slabs and vertical trapdoors by @Milo Christiansen
    • Feature: New blocks - Clay brick slabs and stairs
    • Feature: New blocks - Light and dark mudbricks (creative mode only for now)
    • Feature: Stone Skipping - thrown stones now bounce of water surfaces
    • Feature: Bamboo Saplings - leaves and the upper segments of bamboo bushes now drop bamboo saplings
    • Feature: Can now select backpack slots. Hold CTRL+Mousewheel to loop through all 14 slots or use CTRL+1/2/3/4 to select a backpack slot
    • Feature: Mushroom regrowth. When broken with a knife, a stem will remain that eventually regrows into a mushroom again. Mushrooms are no longer placeable in survival mode.
    • Feature: Improved positional awareness for ambient sounds. They should also no longer travel further vertically than horizontally.
    • Feature: Can now list privileges of a user role via /role (rolename) privilege and revoke/grant privileges to a role via /role [rolename] privilege (grant|revoke) (privname)
    • Tweak: Updated server.sh by @skol. Makes use of a new backup mechanic that is way more reliable and can be done without pausing the server
    • Tweak: The game client can no longer be started twice, should prevent various issues with the game still running in the background unnoticeably and hogging your computers resources, as well as potential savegame corruption issues
    • Tweak: /addarea now prints out more meaningful error messages
    • Tweak: Clay brick block recipe now yields double the amount of brick blocks
    • Nerf: Berries now only heal 0.5 hp instead of 1 hp
    • Fixed: Grass stepping sounds somewhat smudgy sounding
    • Fixed: Drifter spawning unaffected by block light
    • Fixed: Game still on fast-forward for a minute after getting out of bed
    • Fixed: Client not logging chat messages to client-chat.txt
    • Fixed: Might fixed the crafting corruption bug that crashes the client and makes crafting impossible on a server until restarted
    • Fixed: Obsidian knapping missing texture
    • Fixed: Several cases where the block loader crashes from invalid blocktype configurations
    • Fixed: Client crashing with a IndexOutOfRangeException
    • Fixed: Player getting damaged when standing on a fence that is over 3 blocks in the air
    • Fixed: Issues when updating by using the windows installer when the game is still running in the background. The installer now test for that case
    • Fixed: Opening/Closing Trapdoors played the sound twice
    • Fixed: Mono download url outdated on mac os
    • Fixed: Game crashing when trying to place metal plates on the ground
    • Fixed: Fixed horsetail plant spawning white particles upon breaking
    • Fixed: Torches, Lanterns and Vines attaching wrongly to some blocks
    • Fixed: Default server setups causing players not to have permissions to break or use blocks. Again. Jesus.

    New Recipes
    beenade.png.79e189e4bb52b5cf8441f1821b3939be.pngskep.png.0ec49734aa5b0a2e73ed070a5bf9cfff.pngcandle.png.67c975696449acf16ff8ed9ed7a24aae.pnglantern.png.3e12dd5917dbcf2249b0953508606104.pnglanternwithlining.png.7bc31d1d499fcb8e69ab9440cf36d72c.pngbrickslabs.png.38aaa7e0f682cc383e860590691cac66.pngbrickstairs.png.1ff712fd173b7614a407664fcda37d9c.png


    Mod Support Improvements

    • Feature: JSON Patching System - Infinite powaaaah!!11
      Can now add a few lines of json to surgically patch any json file in the game using the syntax defined by the RFC 6902. Place your patches into the assets/patches folder. Example "doubleoredrops.json" - causes ore blocks to drop double the ores (except flint and quartz).
      [
      	{ file: "blocktypes/stone/ore", op: "replace", path: "/dropsByType/*/0/quantity/avg", value: 2.5 }
      ]
      This has 2 massive advantages over complete file replacements:
      • Your mods are much more likely to be game-update-proof
      • Your mods are much more likely to work well with other mods
      • Basically enables for us to easily add new play styles and difficulty levels! Just patch a few things and a new playing style is born.
         
    • Feature: The api docs now use DocFX as the documentation generator. Looks nicer and has a search function! It is also extensible with markdown, so we might be getting a significantly prettier documentation platform in the future.
       
    • Feature: The game now also treats folders as mods. You no longer need to zip them up for them to load :-)
    • Feature: Mod icons should now work properly (define the location of the icon in the modinfo.json)
    • Feature: New server side component api.WorldManager.SaveGame that gives you read/write access to some to properties of the currently loaded world
    • Block related updates
      • Feature: BehaviorUnstable now has a setting attachedToFaces to set the face to wish the block should check against for attachment
      • Feature: Can now define the selection and collisionbox together through the new property CollisionSelectionBox or CollisionSelectionBoxes
      • Feature: Can now selectively remove variants using the new skipVariants property
      • Feature: The block light values are now read through the new block.GetLightHsv() method. This allows you to, for example, set the block light values through it's block entity
      • Feature: You can now mod in new chest-like containers without touching any code. The amount of slots can be configured through json files. Check out the chest.json for an example.
      • Feature: In the variantgroups list you can now define a list of states and loadFromProperties together, which adds together the variants. Example: { code: "wood", states: ["aged"], loadFromProperties: "block/wood" }
         
    • Blocks / Items (=Collectible) related updates
      • Feature: Collectibles can now define their own creative tabs, just add them to the list in the creativeinventory property, no need to register anything. Might need to add an entry to the lang/en.json for correct naming however
      • Feature: Edible collectibles can now turn into another collectible by setting the new EatenStack property in the nutrition props
      • Feature: New collectible callback - OnConsumedByCrafting which is called after the itemstack was used as part of a grid crafting recipe.
      • Feature: You can now add itemstacks to the creative inventory that only differ by the itemstack attributes using the new property creativeinventoryStacks, see blocktypes/metal/lantern.json as example
         
    • Entity updates
      • Feature: Add new 4 properties related to climbing. See locust for an example
      • Feature: Can now have flying creatures. See beemob for an example.
      • Feature: AI Tasks seekplayer (now renamed to seekentity) and meleeattack can now take in a list of entity codes that it should attack. See beemob for an example.
         
    • Crafting updates
      • During grid crafting an itemstack can now be converted into another itemstack using the new returnedStack property. Check out the beenade crafting recipe for example
         
    • Shape tesselation updates
      • The CompositeShape object (which can be defined for items, blocks and creatures) now accepts 2 new arguments:
        • quantityElements: Amount of box elements should be tesselated. If not set, all elements are tesselated. Checkout blocktypes/bunchocandles.json as an example
        • selectiveElements: List of strings, let's you selectively determine which elements to tesselate (untested, sorry!).
      • For shape alternates, you can now skip the base option if it's the same as the original
         
    • Tweak: VintageStoryAPI.dll now set to assembly version 1.0.0 and file version to the current game version. This should fix linux mod issues
    • Tweak: blockbehavior.TryPlaceBlock now takes in an ItemStack instead of an IItemStack as argument
    • Tweak: New argument for block.DoPlaceBlock: The itemstack that was used for placing
    • Tweak: Added sub command .debug wireframe ambsounds for ambient sound debugging
    • Tweak: The stairs block no longer users hard coded collision/selection boxes, they are now defined in the blocktype json files
    • Tweak: Renamed ITextureSource to ITexPositionSource
    • Fixed: Block behavior ExchangeOnInteract now properly respects exchange state block domains
    • Fixed: Several cases where broken json code would break the block loader and not load anything

    View full record

  5. 23 hours ago, Daniel Gardner said:

    Fair enough.

    Ultimately, the main problem is that TUG the promise captured my imagination, my heart, and my wallet, while TUG the game inherited my cash, but has yet to earn the other two. The visual appeal of the game has, in my opinion, fallen well short of the concept art. The game engine struggles far more than I feel it should to deliver the quality of visuals that it does (one of my primary complaints about Minecraft). The in-world crafting system feels awkward and unreliable (from what I've seen, by the way, I approve of Vintage Story's use of templates to strike a balance between immersion and user-friendliness). I'd be far more patient in waiting for the promised content to be delivered if I felt the game was a solid foundation upon which to build it, but at this point I sadly don't.

    Ok I see, thanks for the feedback. I suppose then it's a good thing that I spent a notable amount of time in building a solid foundation ^_^ 
    There's not gonna be an engine rewrite in the foreseeable future. All the planned features should work within the existing engine. Anyhow. I welcome you to stay and see how VS progresses. No harm done in waiting.

  6. 23 minutes ago, Daniel Gardner said:

    Crowd-sourcing is a way to disrupt the natural order of things and get paid by the general public for work you haven't yet done. It works by making promises and building trust that you will get the work done and deliver on said promises. Making games is hard; believe me when I say I understand that. Normally, making a decent survival game with multiplayer and mod support would be a praiseworthy achievement.

    I'm not here to be negative or disruptive. I'm here because this project has my interest and I wish to see it succeed. I'm offering my opinion as someone who hasn't yet bought the game and can't afford to buy every game of interest, which I suspect can be said of most of your potential market.

    I didn't mean to be negative either. I'm just genuinely interested in what counts as the "failure state" for some of these flopped kickstarter games, so that I can learn from it :-)
    Just wanted to hear your personal opinion on what was it that made TUG a disappointment for you.
     

  7. 14 hours ago, Daniel Gardner said:

    Two somewhat related games I've bought on impulse then wound up regretting are TUG and GRAV. TUG seduced me with amazing concept art and Kickstarter promises that I should have known better than to believe, but I bought in anyhow on the slim ray of hope that they would somehow deliver. They didn't. Something about the music and visuals of the first GRAV promo I watched grabbed me hard and refused to let go (same with No Man's Sky, but I thankfully dodged that bullet), but where I'm the the kid in the sandbox actually building a castle, most of the people playing GRAV seem to be the kids who come over and kick it down. Toxic community aside, it was also too much grind without enough creative options to hold my interest.

    Looked at the TUG kickstarter, some lets play videos and their forum and kickstarter updates. That original kickstarter video they seemed to be promising a dozen of very vaguely described mechanics and they "only" delievered a decent survival game with multiplayer and mod support. Was that the issue?

  8. 4 hours ago, Daniel Gardner said:

    (and to be honest, even $9 is too big a risk for me; I've been burned too many times)

    Maybe we can also lower the average players risk evaluation somehow? ^_^ 
    And please do tell me of your bad experiences. Perhaps I can learn something from it.

  9. That's correct, I see no reason why not to integrate something into the game even if there's already a mod for that. I do understand bioxx his point on that though - if a mod added it, then he can focus on other game content instead, resulting in more game content overall for the players.

  10. Version 1.5.1.6, a stable release, is now ready for download in the account manager.

    If you play only on the multiplayer server you don't have update. The server will still let players with v1.5.1.5 join.

    Game updates

    • Fixed: Server never unloading chunks
    • Fixed: Other Chunkunloading weirdness
    • Fixed: Areaconfig obfuscated in the serverconfig.json
    • Fixed: Saw not loosing durability when breaking blocks
    • Fixed: Icon png export ghostly
    • Fixed: Clay form not showing remaining voxels
    • Fixed: Placed Tool molds eating tool molds

    View full record

  11. Version 1.5.1.5, a stable release, is now ready for download in the account manager.

    So many hotfixes :<
    Also press kit. And less bugs \o/

    Website Updates

    • There's now a Press kit page. If you need a high quality version of the logo for video thumbnails or similar, feel free to get them there.

    Game updates

    • Tweak: Eating on a multiplayer server with a slow connections should be working a bit more reliably now
    • Tweak: Disabled physics simulation for far away, inactive creatures. Should improve server performance by a few percent if theres many entities loaded
    • Tweak: Disabled sneaking while a gui dialog is opened, because it's annoying
    • Fixed: Bamboo trees unbreakable and not affected by fire
    • Fixed: All water invisible on MacOS 
    • Fixed: Fast mouse wheel scrolling also scrolling the chat dialog scrollbar altough it's not focused
    • Fixed: Ambient occlusion weirdness on some blocks
    • Fixed: Pumpkin vines growing in mid-air
    • Fixed: Removed Wolf howling orchestras (should no longer howl simultaenously)
    • Fixed: Rare server crash (InvalidOperationException)
    • Fixed: Client command .reconnect crashing
    • Fixed: Client command .clients crashing (probably)
    • Fixed: Ice blocks in gui rendering in front of item tooltips
    • Fixed: Bamboo breaking overlay often not following the bamboo shape

    API Updates

    • Fixed: Survial mod crashing if itemtypes/blocktypes were loaded with wrong datatypes in their json source

    View full record

  12. Version 1.5.1.4, a stable release, is now ready for download in the account manager.

    I was already happily working on new features, but the last night revealed another client crash and entity inactivity issues. Not really sure what to do about that, other than to keep pushing bugfix releases  :<

    But to alleviate the constant update annoyance I made it easier to update for windows users. When you check "Other Downloads" in the account manager you can find an Update/NoMusic installer version of the game. This installer contains the full game, except for the music, and does not uninstall the previous version of the game. That reduces the file size by a factor of 10. Let's see how this goes. 

    You'll also be getting a few small tweaks that were supposed to be for 1.5.2. They are all minor and shouldn't cause more breakage. I should probably be doing proper stable/development branch style game development, but meh >.>
    Let's see for how long I can do this until I shoot myself in the foot :D

    On the price of Vintage Story
    First of all, thank you for participating on the forum and twitter polls. I greatly enjoyed reading everyones feedback and it helped me weigh in the pros and cons. A surprising 73% and 87% respectively of you decided that raising the price is acceptable. Starting from 1.5.2, the price will be set to 10 EUR/12.5 USD on the Website and the Humble Widget. I'll also send out a 50% off coupon for everyone that purchased the game so far as a thank you for the early support. Whoever purchased the supporter addon will receive a second 50% off coupon.

    Anyhow. Here's whats new.

    Game Account Manager

    • Added Update/NoMusic version of the windows installer

    Game updates

    • Feature: Tool/Ingot molds can now be picked up with RMB
    • Feature: Charcoal firepit block now shows in the block info how much time is left before ignition 
    • Tweak: The clay form surface gives you a hint in the block info to press 'F'
    • Tweak: Ladders are now less slide-y and should no longer make player glitch into blocks,
    • Tweak: Backpacks now show their contents in the tool tip
    • Tweak: 3rd person camera is now a bit more tolerant towards covered player heads (does not zoom in if just the head is covered)
    • Fixed: .clientconfig setting bool values not case insensetive, added server entity debug commands,
    • Fixed: Probably fixes a server side exception with item pickup
    • Fixed: Prevent firepit (and other broken block entities) from crashing the game
    • Fixed: Unloaded Entities no longer getting properly loaded when the chunk was loaded again. Cause items to be no longer collectable and creatures staying frozen in place
    • Fixed: Pumpkin crop too dark, vine withered stage wrongly named

    API Updates

    • Tweak: Currently mapped hotkeys now exposed to the api
    • Fixed: Client chat notifications passing correct enumchattype arg
       

    2017-09-14_09-27-56.thumb.png.baf208de95dca309f017a7b7bb4cc8dc.png


    View full record

  13. Version 1.5.1.3, a stable release, is now ready for download in the account manager.

    So many annoying updates. Decided to push another bugfix release due to a server crash source and mod loading issues. Hopefully the last release for 2-3 weeks again.

    Game updates

    • Tweak: Inverted Fast Animations settings, it is now called "Fancy Animations"
    • Tweak: Decoupled item pick up speed from the server tick speed
    • Tewak: Made server tick rate configurabe, either via serverconfig.json or while the server is running via /serverconfig tickrate [tps]
    • Tweak: Lowered the servers default tick rate (=ticks per second) from 40 down to 30, which lowers CPU usage and is more than sufficient for fluent game play
    • Fixed: Occasional server crash due to the cpu/memory leak fixes made in 1.5.1.2 
    • Fixed: .zip Mod loading issues
    • Fixed: Water shimmer animation thingy broken
    • Fixed: Knapping surface resetting itself after chunk unload/load

    View full record

  14. Version 1.5.1.2, a testing release, is now ready for download in the account manager.

    If no more serious issues arise with this version, then I'll move it into the stable downloads section. 

    [Edit 7 hours later] 1.5.1.2 is now declared stable!

    Game updates

    • Tweak: Firepit gui now also allows world interaction and supports the floaty gui mechanic
    • Tweak: Added range parameter to /entity countbytype and /entity removebytype
    • Tweak: Added server command to compact the large object heap for testing (/debug cloh)
    • Tweak: Lowered default music level from 60 to 30
    • Tweak: Completely disabled creature reproduction mechanic until it works as intended
    • Tweak: Coordinates in the 'V'-Dialog no longer reference the player specific spawn point, but the original one.
    • Fixed: Massive lag on certain AMD Cards from rendering water (verified to be fixed on a Radeon R9 290). 
    • Fixed: Significant lag in loaded worlds that were previously set to 0 time speed
    • Fixed: Eliminated a few more lingering game tick listeners causing server lag over the course of a few days
    • Fixed: Firepit guis can no longer be opened multiple times
    • Fixed: One weird case of the knapping system crashing
    • Fixed: Creative tabs cutting of the 'C' of 'Construction'
    • Fixed: Chat dialog not closing while typing and pressing tab
    • Fixed: Breaking Trapdoors in opened position dropping the wrong block
    • Fixed: Mouse lock randomly turning off while attacking, breaking blocks or using items/blocks
    • Fixed: Player stopping for a frame while walking away with a chest dialog opened
    • Fixed: Itemstack info box not appearing on hotbar items after opening a dialog
    • Fixed: Minor stuff. Added some missing language entries; removed ambient occlusion from coopers reed, paintings and pumpkin plants; small berry bushes dropping gray particles instead of green; minor graphical glitches with saltpeter 
       

    2018-02-22_21-23-39.thumb.png.90a10942a668da9b718e433deb5f80ff.png


    View full record

  15. Version 1.5.1.1, a testing release, is now ready for download in the account manager.

    Should clear up most issues observed in 1.5.1. Next version will probably be a stable release \o/

    2018-02-21_09-10-55.thumb.png.3e32e13e2b293bb47a324351fd960721.png

    Full game updates list

    • Tweak: Added black bronze anvil
    • Tweak: Added support for ambient occlusion for json models. This now produces smooth light attenuation on plaster blocks, but might cause other issues. Might need to specifically disable AO on some blocks.
    • Tweak: Rock now requires mining tier 2 (copper) to break (there was no stone pick in the first place...)
    • Tweak: Added some debug logging to track down a crash issue while crafting observed by @MarcAFK
    • Fixed: Pumpkin Crop!
      • Fixed: Crop never indicating when it is done growing. It now has a withered stage
      • Fixed: Vines deleting themselves upon chunk reload
      • Fixed: Vines not fully respecting the game calendar (fast forward to the future should make the crop instantly mature)
    • Fixed: Added missing recipe for scythehead + stick = scythe
    • Fixed: Chests no longer craftable
    • Fixed: Chest in creative inventory facing the wrong direction, fixed stairs not in construction tab.
    • Fixed: Black bronze axe not having extra attack damage
    • Fixed: Prevent a crash during clay forming
    • Fixed: Placing blocks not possible at all when standing above max world height
    • Fixed: (Attempted fix) Issues with basalt forming underwater where it shouldn't
    • Fixed: Planter eating cattail roots when right clicked
    • Fixed: Many fixes related to the GUI Updates (incorrect overlapping of individualual elements, open/close behavior of the chat hud not properly working, some dialogs not properly focusing)
    • Fixed: Flint ore block not dropping itself when surrounded by air
    • Fixed: Many blocks (firepit, forge, ingot mold, etc.) not unregistering their game tick listeners, causing a long running server to slowly but eventually lag to death and possibly other odd behaviors.

    API Updates

    • Tweak: Renamed several API methods to something more meaningful
    • Tweak: The Ladder behavior can now also be applied to other blocks (I hope!)
    • Tweak: Asset manager now logs the filepaths of external origins, if present
    • Fixed: tree.MarkPathDirty() crashing the client if the path does not exist server side, but does exist client side. Now the client will delete the path instead. 
    • Fixed: clientworld.AllOnlinePlayers should now no longer contain unloaded players and have all the data for already online players

    Other Updates


    View full record

    • Like 1
  16. 10 hours ago, tony Liberatto said:

    [Mod Edit] Moved discussion from https://www.vintagestory.at/forums/topic/301-client-cheat-free-client-side-chat-commands-v020/

    It actually bothers me how more and more games nowadays keep inserting data into the appdata folder. No option for the player there. When I noticed Ark Survival evolved had already used almost 50 GB of my C Drive.

    There is. Edit your VintageStory shortcut and add append something like this to the target

    Quote

    --dataPath="D:\vsdata"

     

    • Cookie time 1
  17. Oh, thanks for the feedback marc, that is quite humbling. I did not expect the poll to start out like that :D

    It's not even funding 10% of the development/running costs right now, but every purchase makes our lives a little easier and is funding our motivation centers to keep working on it harder :-)

  18. I've been wanting to raise the price for almost half a year now but it's hard to say what the true value of a game is. So perhaps you can help me decide :-)

    Some of my arguments for raising the price

    • Adjust USD price to the new EUR<=>USD exchange rate (where I live in need EUR). It's gone up 10-15% since the day I introduced the game
    • Compared to the first purchasable version of the game there is now a fully playable survival mode that offers a decent amount of hours of interesting game play and a well working  multiplayer mode (and tons of other new features)
    • I'd like the price to also reflect that this is a high quality craft and not a cheap rip-off

    Please let me know what you think! Thank you!

    • Like 1
  19. Version 1.5.1, a testing release, is now ready for download in the account manager.

    Builds, Mods, Screenshots and Suggestions are popping up left and right in the forums and discord chat, made by you lovely, wonderful people! Even @chapp007 returned with some life signs! 
    Sorry I haven't been able to catch up with all the new posts in the Forums and perhaps one or the other bug report. If I missed something important, feel free to nudge me with it more directly. Anyyyhow, have some cool and mystical feature updates again :D \o/
    Disclaimer: This release might be quite buggy, be aware! 

    Visual game updates

    Stone tools: Make your stone age tools out of hard rock. No more flint shortages.
    2018-02-17_19-30-58.png.ac811b74ca894e65789932f284f8413e.png


    New Tool: Scythe breaks a 3x3 area of grass or crops
    2018-02-15_14-54-03.png.0b03ce84227b2577354e55230cb227b9.png

     

    Fancy GUI Experiments. Can now open multiple chests and still interact with the world while dialogs are opened and stuff.
    2018-02-07_23-12-41.thumb.png.8cfb7c371d4aa95458322fc2a74a9570.png2018-02-10_22-54-35.thumb.png.ab2eccca5eca3a9feb0f4c845d0ceb22.png


    Plaster the perfect house walling block. Available in survival
    2018-02-17_17-34-39.thumb.png.0f007c966f8eab3adf5fa2bb7848265b.png


    In-World chat messages and crops no longer grow in darkness
    2018-02-17_19-28-38.thumb.png.96fde8bb7396fa20adfd7524d79713ff.png


    Full game updates list

    • Feature: Stone Tools. Can now create stone specific axes, shovels, knifes and spears from granite, andesite, basalt and obisdian. 
    • Feature: Scythe. Can now break a 3x3 area of tall grass or crops at once using the scythe. Therefore tallgrass no longer breaks instantly
    • Feature: New geologic province, the basalt area. You might find yourself in an area covered with basalt rock. Basalt may now contain obsidian as deposit.
    • Feature: Set your spawn point. Go hunt a lot of drifters, the rest is a surprise :P 
    • Feature: Configurable day/night length. Via /time hoursperday [hours] you can set how long the day/night cycle should take. The creative mode now has a default day/night length of 24.000 hours.
    • Feature: New Block: Plaster
      • Crush chalk stones with a hammer, then bake it to get quick lime
      • Combine quick lime with sand to get plaster
      • Can be combined with planks to get various patterns. The diagonal and striped blocks can be placed with 3 different orientations, like logs. 
    • Feature: Vintage OS v0.1: Floaty and weird multi GUI Dialog Experiments.
      • When opening a chest or the inventory, the player can still walk around and interact with the world.
      • Can also hold down CTRL to still look around.
      • Can now open multiple chest inventories at the same time
      • Via .clientconfig floatyGuis 1 you can enable an experimental mode where the chest dialogs float above the chests.
      • Can now move dialogs around by selecting the "Movable" option from the context menu that's now available on the top right. 
      • Dialogs can now be focused / brought to the foreground
    • Feature: Chat message now also appear above the players heads
    • Feature: Flint can now be broken out of solid rock by hand
    • Feature: Craftable grass covered soil. Use 1 dry grass above 1 low/medium fertility soil to get grass covered soil (temporary solution)
    • Feature: All creatures now play a custom animation when getting hurt
    • Feature: Added frame tick profiler to the server in order to debug performance issues. 
    • Tweak: Pumpkins now give 4 times the saturation, for a total of 480 sat. Pumpkin fruits are now in the creative inventory.
    • Tweak: Chat overlay is now more transparent and has a slightly larger font. Please let me know if that is a good or bad change :D
    • Tweak: Linen bag recipe is a lot cheaper now. New recipe is 1 Twine above 1 Linen cloth.
    • Tweak: Cobblestone Path now requires 4 stone instead of 5, hay bale requires 6 instead of 9 dry grass
    • Tweak: High quality animation blending now enabled for all creatures, at notable CPU cost (1-7%). You can revert to the fast animation system in the graphics settings.
    • Tweak: Moved death dialog down by 40 pixels so that spam clicking before death doesn't insta respawn you
    • Tweak: Reorganized many debug commands. They are now grouped together into the .debug and /debug command.
    • Tweak: Creature Knockback is now more pronounced
    • Tweak: Crucibles can now hold only ingots and ores
    • Tweak: Small berry bushes and full peat blocks are now burnable
    • Tweak: Minor CPU optimizations in crowded creature situations
    • Tweak: Work items can now be resmelted
    • Tweak: Chests can no longer made from bamboo
    • Tweak: Removed voxels while clay forming can be reused again
    • Tweak: Crops now require sun light level 20+ to grow. They loose 10% growth speed for every light level below 20, with 0% growth at light level 10 or below. Not affected by day/night cycle or block light.
    • Fixed: Worldedit block relighting off by default (should be on by default)
    • Fixed: Drifters damaging players through blocks (chance of that should be greatly reduced at least)
    • Fixed: Game crashing in multiplayer when clay forming and running out of clay
    • Fixed: Alloying not working in corner cases
    • Fixed: Able to add items to the creative inventory with right click
    • Fixed: Breaking chests dropping a chest that is not stackable with the crafted one
    • Fixed: Obsidian breaking too fast and not dropping stones but the full block instead
    • Fixed: Game no longer crashes when a tool rack contains an unknown block/item
    • Fixed: Game crashing when using hotkeys while a game world is loading
    • Fixed: Added missing password field for multiplayer server entries. You can now properly password protect your servers
    • Fixed: Metal sheets not rotating via world edit rotate commands
    • Fixed: Forge, Bomb and bloomery instantly ignitable

    Mod API Updates

    • Feature: Added mod icon support. Mods can now display an icon in the mod manager. Mod manager has now a disabled overlay for disabled or broken mods. (by CreativeMD). 
    • Tweak: Event API now also contains the methods to register a game tick or a delayed callback
    • Tweak: The Server Events CanUse/Break and DidUse/Break now have a BlockSelection object as argument.
    • Tweak: NetworkClientMessageHandler now has IServerPlayer as first arg
    • Fixed: JSONObject.ToFloatArray() no longer throwing an exception on some values
    • Fixed: Block loader no longer crashing if a block behavior does not exist
    • Fixed: Smelting things in crucible not respecting the smeltedstack stacksize as configured in the combustible properties
    • Fixed: BlockSelection.Clone() crasing in some cases
    • Fixed: Death event not firing. Added more arguments to the death event
    • Fixed: Saplings never growing 

     

    New/Updated grid crafting recipes
    crushedlime.png.85179f8c5c2f58c9cb3f09d8383429f7.pngstripedplaster.png.a1db26d085ca2139c49a0d893a9cf716.pngsquareplaster.png.96017fab284506aefa249e41571504a8.pngdiagonalplaster.png.f0fb3f6d4423981b8e05145069f3219d.pngstonepath.png.1da4c6770b827f1de83580f037a1d11f.pnghaybale.png.b39586f16b6c889370f4d47e879834e3.png


    View full record

    • Thanks 2
  20. Version 1.5.0.4, a stable release, is now ready for download in the account manager.

    ♫ "99 bugs in the game, take one down and pass it around, 100 bugs in the game." ♫ ♪

    Apologies for the release spam. Version 1.5.0.2 introduced a new bug that causes all animals to freeze in place, which is fairly game breaking. I hope this is the last hotfix release for a while now. 

    Installer Updates

    • Feature: Installer will now start to remember the install directory. So after the next installation you will have your previously selected install directory listed instead of the default one. (windows only)

    Game Updates

    • Tweak: Reworked plank textures, their patterns now differ somewhat
    • Tweak: Spectator mode is now more spectator like: Player is now invisible, cannot interact with entities or water, automatically enters fly mode and can use move speed keys.
    • Tweak: Decreased animal reproduction rates by a factor of 10
    • Tweak: Minor optimization - don't redraw block info and coordinate HUD texts if they are not opened
    • Fixed: Non critical issues crashing the client on rare occasions
    • Fixed: Server throwing exception upon /stop command
    • Fixed: Creatures becoming frozen in place and never moving again
    • Fixed: Chunks were not getting unloaded on the client in some cases in multiplayer
    • Fixed: Chunks sometimes still getting rendered even after being unloaded


    2018-02-06_19-48-25.thumb.jpg.6ef96afac796863052e9f2fc9e3cc56e.jpg


    View full record

  21. Version 1.5.0.4, a stable release, is now ready for download in the account manager.

    ♫ "99 bugs in the game, take one down and pass it around, 100 bugs in the game." ♫ ♪

    Apologies for the release spam. Version 1.5.0.2 introduced a new bug that causes all animals to freeze in place, which is fairly game breaking. I hope this is the last hotfix release for a while now. 

    Installer Updates

    • Feature: Installer will now start to remember the install directory. So after the next installation you will have your previously selected install directory listed instead of the default one. (windows only)

    Game Updates

    • Tweak: Reworked plank textures, their patterns now differ somewhat
    • Tweak: Spectator mode is now more spectator like: Player is now invisible, cannot interact with entities or water, automatically enters fly mode and can use move speed keys.
    • Tweak: Decreased animal reproduction rates by a factor of 10
    • Tweak: Minor optimization - don't redraw block info and coordinate HUD texts if they are not opened
    • Fixed: Non critical issues crashing the client on rare occasions
    • Fixed: Server throwing exception upon /stop command
    • Fixed: Creatures becoming frozen in place and never moving again
    • Fixed: Chunks were not getting unloaded on the client in some cases in multiplayer
    • Fixed: Chunks sometimes still getting rendered even after being unloaded


    2018-02-06_19-48-25.thumb.jpg.6ef96afac796863052e9f2fc9e3cc56e.jpg


    View full record

  22. hi @ACE, thanks for the feedback, I've just released 1.5.0.2 which should fix the mouse issues.

    The performance issues probably come from the retina display having a very high resolution. For this there is now also a Resolution slider in the graphics settings. If you put it at 50% your game should run better again.

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