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Tyron

VS Team (Lead)
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Everything posted by Tyron

  1. There is a decent chance that for 1.20 or 1.21 the entire beam will have a hitbox, from then on it will be easier to break
  2. Much like in previous updates the game will stay compatible with old world saves, but new content might not generate or only generate in new chunks.
  3. Dear Extraordinary Survivalists v1.19.5, a stable release, is now available to download through the account manager. This is likely the last major bugfix patch for 1.19 - just yesterday I have asked our coding team to begin prioritizing tasks for the upcoming 1.20 update that revolves around the second main story event. This part of the story will involve a lot of travel and consequently will require new systems and experiences to make traveling more engaging. Screenshot by MannyXIII, shared on Discord #screenshots All game updates since v1.19.4 Revert: 20% mining speed debuff on Rock has been undone. The other debuffs remain Tweak: More first person hands animation tuning Tweak: Adjusted animation for raising your temporal stability Tweak: Bucket now visually stays level when selected Tweak: Improved watering can ready animation Tweak: Adjusted impact and sound frame for smithing Tweak: Watering animation with a watering can now looks better Fixed: Freezing animation no longer continues indefinitely Fixed: Animation Jitter on axehit. Experimental. Might break stuff Fixed: Ready pose for shovel fixed again Tweak: Buffed warmth on reindeer herder coats and boots Tweak: When selecting any language in Interface settings, the restart server and community translations messages are immediately localised Tweak: Linux and macOS users, selecting an Asian language or Arabic, are given a warning message (in English) to check their fonts Fixed: Various potential crashes if packets received or threads still ticking during client shutdown; should fix modded multiplayer server connection issues Fixed: Trader wandering off while trading Fixed: Angry bees not stinging the player Fixed: Boars with offspring attacking even when game settings place creatures on passive mode Fixed: Bighorn sheep (and some deer) still had wrong step heights in 1.19.4 Fixed: Topsoil grass re-growth did not match original worldgen grass Fixed: Item transfer between inventories using mouse was not logged to server-audit.txt, chute placement is now also audit logged, to counter item siphoning Fixed: Fixed curd bundles abusable as infinitely lasting food storage. Remove curd bundle from creative inventory because these are now always empty Fixed: Shapeless recipes not consuming ingredients if spread out with only one per slot, e.g. wooden path Fixed: In Homo Sapiens game mode (or others where lore content is off) locust nests would still spawn Fixed: Torches would not start fires in leaves, grass etc. with Shift+right click Fixed: Bug in creature pathfinding system that prevented them to walk towards their intended goal Fixed: Properly fix crashes / texture atlas overflow related to labeled crates Fixed: Dyes very chunky looking when inside barrels Fixed: Peanuts and Olives not visible in meals Fixed: Distant tule were colored white-ish Fixed: Multiple smithing and player animation issues Smithing not registering hits sometimes. Action/Sound not in sync with animation Smithing hit action sometimes executing twice Some player animations stopping too early, causing jerky movement (e.g. left mouse with hammer) Some left-mouse actions sometimes looping the animation multiple times Other players' animations no longer running Fixed: Iron anvil merging derp and hammering sound not playing Fixed: Ore map generators no longer seed-deterministic since 1.18.8 upon game restart Fixed: Mobs dropping Jonas parts (e.g. Double-headed Drifter) and random loot in chests could repeat a sequence, now truly random Fixed: Occasional visible worldgen anomalies if worldgen multithreaded and a Translocator is spawned Fixed: Jonas lamps, Gas lamps and Banners were not repairable with glue Fixed: Clutter bookshelves were missing the same glue-repairing mechanism as other clutter Fixed: Clutter bookshelves names not localized in repair chat messages Fixed: various handbook and block HUD info issues: Aged version of Antler mounts missing from handbook and Creative inventory Falx handbook entry showing mining speed for wood and leaves, when it cannot break either Purpleheart and Ebony tree logs block HUD info incorrectly stated they were breakable with Stone axe Incorrect help tip on wooden pan [GitHub report #3680] Fixed: Various crashes and logged errors Rare crash when typing during drunken effect Rare startup crash when logging off while sitting (sitting in-game!) Version 1.19.4 crash if pies were placed on clutter tables Very rare crash involving a pot of jam on the point of turning rotten Crash when clicking on a food container while holding a bowl containing Rot Rare but long-standing crash when clay-forming [GitHub #3713 #2284] Very rare crash when chiseling in multiplayer [GitHub #3688] /kick command crashing a dedicated server if no kick reason given Renderer crashing if a dropped item has an id which has been removed from the game (e.g. because a mod was removed) Further attempt to fix very rare crash with EntityItem; added additional debug logging Exception when executing the /stop command immediately after joining a singleplayer world Potential crash with shields if no space for texture etc (GitHub issue 3598) Very rare exception issue logged to file, related to axles Plant container error if the container block does not exist, for example when a mod was removed Shader compile error on Intel internal graphics Fixed: Font issues when switching language to Thai, Chinese (Simplified) or Chinese (Traditional) Fixed: /gm sp command not setting player to spectator mode Fixed: Movespeed command not working: /player [player] movespeed [amount] Fixed: Worldconfig allowLandClaiming not being respected when using /land commands Fixed: WorldEdit mirror functionality issue with chiseled blocks Fixed: WorldEdit control "Cloud Y Position" not working for some languages like German Api Tweak: Items/Blocks can now define an attribute "inBarrelShape" to determine their shape inside a barrel Api Tweak: Don't crash on invalid GroundStack Api Fixed: WorldAPI RegionMapSizeX would return a size off by one since game version 1.12.9. Affected methods are MapRegionIndex2D, MapRegionPosFromIndex2D, MapRegionIndex2DByBlockPos Api Fixed: Chatcommands with multiple `WithPreCondition` or a pre-condition and `RequiresPlayer` would over-write each other. Now all pre-conditions are checked and if one pre-condition returns EnumCommandStatus.Error it won't process the command further. Changes since v1.19.5-rc.3 Tweak: Updated community translations Fixed: Very minor memory leak in the worldmap, ore map layer Fixed: Game crashing when smithing on the last point of hammer durability Fixed: Endless knifing animation on dead animal harvesting when turning away from the animal View full record
  4. Dear Extraordinary Survivalists v1.19.5, a stable release, is now available to download through the account manager. This is likely the last major bugfix patch for 1.19 - just yesterday I have asked our coding team to begin prioritizing tasks for the upcoming 1.20 update that revolves around the second main story event. This part of the story will involve a lot of travel and consequently will require new systems and experiences to make traveling more engaging. Screenshot by MannyXIII, shared on Discord #screenshots All game updates since v1.19.4 Revert: 20% mining speed debuff on Rock has been undone. The other debuffs remain Tweak: More first person hands animation tuning Tweak: Adjusted animation for raising your temporal stability Tweak: Bucket now visually stays level when selected Tweak: Improved watering can ready animation Tweak: Adjusted impact and sound frame for smithing Tweak: Watering animation with a watering can now looks better Fixed: Freezing animation no longer continues indefinitely Fixed: Animation Jitter on axehit. Experimental. Might break stuff Fixed: Ready pose for shovel fixed again Tweak: Buffed warmth on reindeer herder coats and boots Tweak: When selecting any language in Interface settings, the restart server and community translations messages are immediately localised Tweak: Linux and macOS users, selecting an Asian language or Arabic, are given a warning message (in English) to check their fonts Fixed: Various potential crashes if packets received or threads still ticking during client shutdown; should fix modded multiplayer server connection issues Fixed: Trader wandering off while trading Fixed: Angry bees not stinging the player Fixed: Boars with offspring attacking even when game settings place creatures on passive mode Fixed: Bighorn sheep (and some deer) still had wrong step heights in 1.19.4 Fixed: Topsoil grass re-growth did not match original worldgen grass Fixed: Item transfer between inventories using mouse was not logged to server-audit.txt, chute placement is now also audit logged, to counter item siphoning Fixed: Fixed curd bundles abusable as infinitely lasting food storage. Remove curd bundle from creative inventory because these are now always empty Fixed: Shapeless recipes not consuming ingredients if spread out with only one per slot, e.g. wooden path Fixed: In Homo Sapiens game mode (or others where lore content is off) locust nests would still spawn Fixed: Torches would not start fires in leaves, grass etc. with Shift+right click Fixed: Bug in creature pathfinding system that prevented them to walk towards their intended goal Fixed: Properly fix crashes / texture atlas overflow related to labeled crates Fixed: Dyes very chunky looking when inside barrels Fixed: Peanuts and Olives not visible in meals Fixed: Distant tule were colored white-ish Fixed: Multiple smithing and player animation issues Smithing not registering hits sometimes. Action/Sound not in sync with animation Smithing hit action sometimes executing twice Some player animations stopping too early, causing jerky movement (e.g. left mouse with hammer) Some left-mouse actions sometimes looping the animation multiple times Other players' animations no longer running Fixed: Iron anvil merging derp and hammering sound not playing Fixed: Ore map generators no longer seed-deterministic since 1.18.8 upon game restart Fixed: Mobs dropping Jonas parts (e.g. Double-headed Drifter) and random loot in chests could repeat a sequence, now truly random Fixed: Occasional visible worldgen anomalies if worldgen multithreaded and a Translocator is spawned Fixed: Jonas lamps, Gas lamps and Banners were not repairable with glue Fixed: Clutter bookshelves were missing the same glue-repairing mechanism as other clutter Fixed: Clutter bookshelves names not localized in repair chat messages Fixed: various handbook and block HUD info issues: Aged version of Antler mounts missing from handbook and Creative inventory Falx handbook entry showing mining speed for wood and leaves, when it cannot break either Purpleheart and Ebony tree logs block HUD info incorrectly stated they were breakable with Stone axe Incorrect help tip on wooden pan [GitHub report #3680] Fixed: Various crashes and logged errors Rare crash when typing during drunken effect Rare startup crash when logging off while sitting (sitting in-game!) Version 1.19.4 crash if pies were placed on clutter tables Very rare crash involving a pot of jam on the point of turning rotten Crash when clicking on a food container while holding a bowl containing Rot Rare but long-standing crash when clay-forming [GitHub #3713 #2284] Very rare crash when chiseling in multiplayer [GitHub #3688] /kick command crashing a dedicated server if no kick reason given Renderer crashing if a dropped item has an id which has been removed from the game (e.g. because a mod was removed) Further attempt to fix very rare crash with EntityItem; added additional debug logging Exception when executing the /stop command immediately after joining a singleplayer world Potential crash with shields if no space for texture etc (GitHub issue 3598) Very rare exception issue logged to file, related to axles Plant container error if the container block does not exist, for example when a mod was removed Shader compile error on Intel internal graphics Fixed: Font issues when switching language to Thai, Chinese (Simplified) or Chinese (Traditional) Fixed: /gm sp command not setting player to spectator mode Fixed: Movespeed command not working: /player [player] movespeed [amount] Fixed: Worldconfig allowLandClaiming not being respected when using /land commands Fixed: WorldEdit mirror functionality issue with chiseled blocks Fixed: WorldEdit control "Cloud Y Position" not working for some languages like German Api Tweak: Items/Blocks can now define an attribute "inBarrelShape" to determine their shape inside a barrel Api Tweak: Don't crash on invalid GroundStack Api Fixed: WorldAPI RegionMapSizeX would return a size off by one since game version 1.12.9. Affected methods are MapRegionIndex2D, MapRegionPosFromIndex2D, MapRegionIndex2DByBlockPos Api Fixed: Chatcommands with multiple `WithPreCondition` or a pre-condition and `RequiresPlayer` would over-write each other. Now all pre-conditions are checked and if one pre-condition returns EnumCommandStatus.Error it won't process the command further. Changes since v1.19.5-rc.3 Tweak: Updated community translations Fixed: Very minor memory leak in the worldmap, ore map layer Fixed: Game crashing when smithing on the last point of hammer durability Fixed: Endless knifing animation on dead animal harvesting when turning away from the animal
  5. Ah yes, i can do that Thanks for translating!
  6. Thats Arkans build. On discord, search for "from:o.arkan has:image in:screenshots" and go to page 3.
  7. Dear Extraordinary Survivalists v1.19.5-rc.2/3, a unstable release, is now available to download through the account manager. [Edit:] Also released rc.3 to fix more issues with the hammer and other tools! After a short time off on my end it is time to resume the prosaic process of patching to perfection! Possibly preposterous, perhaps, yet purposeful. Screenshot by Chuchi Gucci, shared in #screenshots Game updates Fixed: Multiple smithing and player animation issues Smithing not registering hits sometimes. Action/Sound not in sync with animation Smithing hit action sometimes executing twice Some player animations stopping too early, causing jerky movement (e.g. left mouse with hammer) Some left-mouse actions sometimes looping the animation multiple times Other players' animations no longer running Fixed: Trader wandering off while trading Fixed: Boars with offspring attacking on passive mode Fixed: Shapeless recipes not consuming ingredients if spread out with only one per slot, e.g. wooden path Fixed: Mobs dropping Jonas parts (e.g. Double-headed Drifter) and random loot in chests could repeat a sequence, now truly random Fixed: Worldgen exceptions if multithreaded worldgen enabled and a Translocator is spawned Fixed: Distant tule were colored white-ish Fixed: Jonas lamps, Gas lamps and Banners were not repairable with glue Fixed: Clutter bookshelves names not localized in repair chat messages Fixed: (1.19.5-rc.1 issue) Labels not appearing on crates when first drawn, and other label issues Fixed: various handbook and block HUD info issues: Aged version of Antler mounts missing from handbook and Creative inventory Falx handbook entry showing mining speed for wood and leaves, when it cannot break either Purpleheart and Ebony tree logs block HUD info incorrectly stated they were breakable with Stone axe Incorrect help tip on wooden pan [GitHub report #3680] Fixed: Various crashes Rare crash when typing during drunken effect Very rare crash involving a pot of jam on the point of turning rotten Crash when clicking on a food container while holding a bowl containing Rot Rare but long-standing crash when clay-forming [GitHub #3713 #2284] Very rare crash when chiseling in multiplayer [GitHub #3688] /kick command crashing a dedicated server if no kick reason given Renderer crashing if a dropped item has an id which has been removed from the game (e.g. because a mod was removed) Fixed: Movespeed command not working /player [player] movespeed [amount] Fixed: Worldconfig allowLandClaiming not being respected when using /land commands Fixed: WorldEdit mirror functionality issue with chiseled blocks Fixed: WorldEdit control "Cloud Y Position" not working for some languages like German API Fixed: WorldAPI RegionMapSizeX would return a size off by one since game version 1.12.9. Affected methods are MapRegionIndex2D, MapRegionPosFromIndex2D, MapRegionIndex2DByBlockPos API Fixed: Chatcommands with multiple `WithPreCondition` or a pre-condition and `RequiresPlayer` would over-write each other. Now all pre-conditions are checked and if one pre-condition returns EnumCommandStatus.Error it won't process the command further. View full record
  8. Dear Extraordinary Survivalists v1.19.5-rc.2/3, a unstable release, is now available to download through the account manager. [Edit:] Also released rc.3 to fix more issues with the hammer and other tools! After a short time off on my end it is time to resume the prosaic process of patching to perfection! Possibly preposterous, perhaps, yet purposeful. Screenshot by Chuchi Gucci, shared in #screenshots Game updates Fixed: Multiple smithing and player animation issues Smithing not registering hits sometimes. Action/Sound not in sync with animation Smithing hit action sometimes executing twice Some player animations stopping too early, causing jerky movement (e.g. left mouse with hammer) Some left-mouse actions sometimes looping the animation multiple times Other players' animations no longer running Fixed: Trader wandering off while trading Fixed: Boars with offspring attacking on passive mode Fixed: Shapeless recipes not consuming ingredients if spread out with only one per slot, e.g. wooden path Fixed: Mobs dropping Jonas parts (e.g. Double-headed Drifter) and random loot in chests could repeat a sequence, now truly random Fixed: Worldgen exceptions if multithreaded worldgen enabled and a Translocator is spawned Fixed: Distant tule were colored white-ish Fixed: Jonas lamps, Gas lamps and Banners were not repairable with glue Fixed: Clutter bookshelves names not localized in repair chat messages Fixed: (1.19.5-rc.1 issue) Labels not appearing on crates when first drawn, and other label issues Fixed: various handbook and block HUD info issues: Aged version of Antler mounts missing from handbook and Creative inventory Falx handbook entry showing mining speed for wood and leaves, when it cannot break either Purpleheart and Ebony tree logs block HUD info incorrectly stated they were breakable with Stone axe Incorrect help tip on wooden pan [GitHub report #3680] Fixed: Various crashes Rare crash when typing during drunken effect Very rare crash involving a pot of jam on the point of turning rotten Crash when clicking on a food container while holding a bowl containing Rot Rare but long-standing crash when clay-forming [GitHub #3713 #2284] Very rare crash when chiseling in multiplayer [GitHub #3688] /kick command crashing a dedicated server if no kick reason given Renderer crashing if a dropped item has an id which has been removed from the game (e.g. because a mod was removed) Fixed: Movespeed command not working /player [player] movespeed [amount] Fixed: Worldconfig allowLandClaiming not being respected when using /land commands Fixed: WorldEdit mirror functionality issue with chiseled blocks Fixed: WorldEdit control "Cloud Y Position" not working for some languages like German API Fixed: WorldAPI RegionMapSizeX would return a size off by one since game version 1.12.9. Affected methods are MapRegionIndex2D, MapRegionPosFromIndex2D, MapRegionIndex2DByBlockPos API Fixed: Chatcommands with multiple `WithPreCondition` or a pre-condition and `RequiresPlayer` would over-write each other. Now all pre-conditions are checked and if one pre-condition returns EnumCommandStatus.Error it won't process the command further.
  9. Dear Extraordinary Survivalists v1.19.5-rc.1, a unstable release, is now available to download through the account manager. Yet another Bugfixing and Tuning Patch. Comes with 10% fewer bugs but might have 15% increased scent of bugspray. Screenshot by Fishy, shared in #screenshots Game updates Revert: 20% mining speed debuff on Rock has been undone. The other debuffs remain Tweak: When selecting any language in Interface settings, the restart server and community translations messages are immediately localised Tweak: Linux and macOS users, selecting an Asian language or Arabic, are given a warning message (in English) to check their fonts Tweak: More first person hands animation tuning Tweak: Adjusted animation for raising your temporal stability Tweak: Bucket now visually stays level when selected Tweak: Improved watering can ready animation Tweak: Adjusted impact and sound frame for smithing Tweak: Watering animation with a watering can now looks better Fixed: Freezing animation no longer continues indefinitely Fixed: Animation Jitter on axehit. Experimental. Might break stuff Fixed: Ready pose for shovel fixed again Tweak: Buffed warmth on reindeer herder coats and boots Fixed: Various potential crashes if packets received or threads still ticking during client shutdown; should fix modded multiplayer server connection issues Fixed: Font issues when switching language to Thai, Chinese (Simplified) or Chinese (Traditional) Fixed: Angry bees not stinging the player Fixed: Further attempt to fix very rare crash with EntityItem; added additional debug logging Fixed: Resolve issue when executing the /stop command immediately after joining a singleplayer world Fixed: Bighorn sheep (and some deer) still had wrong step heights in 1.19.4 Fixed: 1.19.4 crash if pies were placed on clutter tables Fixed: Topsoil grass re-growth did not match original worldgen grass Fixed: Item transfer between inventories using mouse was not logged to server-audit.txt, chute placement is now also audit logged to counter item siphoning Fixed: Dyes very chunky looking when inside barrels Fixed: Should fix a rare startup crash when logging off sitting Fixed: Anvil merging derp and hammering sound not playing Fixed: Ore map generators no longer seed-deterministic since 1.18.8 upon game restart Fixed: Clutter bookshelves were missing the same glue-repairing mechanism as other clutter Fixed: Potential crash with shields if no space for texture etc (GitHub issue 3598) Fixed: Plant container error if the container block does not exist, for example when a mod was removed Fixed: Fixed curd bundles abusable as infinitely lasting food storage. Remove curd bundle from creative inventory because these are now always empty Fixed: In Homo Sapiens game mode (or others where lore content is off) locust nests would still spawn Fixed: Torches would not start fires in leaves, grass etc. with Shift+right click Fixed: Peanuts and Olives not visible in meals Fixed: Bug in creature pathfinding system that prevented them to walk towards their intended goal Fixed: Very rare exception issue logged to file, related to axles Fixed: /gm sp command not setting player to spectator mode Fixed: Shader compile error on Intel internal graphics Fixed: Properly fix crashes / texture atlas overflow related to labeled crates Api Tweak: Items/Blocks can now define an attribute "inBarrelShape" to determine their shape inside a barrel Api Tweak: Don't crash on invalid GroundStack View full record
  10. Dear Extraordinary Survivalists v1.19.5-rc.1, a unstable release, is now available to download through the account manager. Yet another Bugfixing and Tuning Patch. Comes with 10% fewer bugs but might have 15% increased scent of bugspray. Screenshot by Fishy, shared in #screenshots Game updates Revert: 20% mining speed debuff on Rock has been undone. The other debuffs remain Tweak: When selecting any language in Interface settings, the restart server and community translations messages are immediately localised Tweak: Linux and macOS users, selecting an Asian language or Arabic, are given a warning message (in English) to check their fonts Tweak: More first person hands animation tuning Tweak: Adjusted animation for raising your temporal stability Tweak: Bucket now visually stays level when selected Tweak: Improved watering can ready animation Tweak: Adjusted impact and sound frame for smithing Tweak: Watering animation with a watering can now looks better Fixed: Freezing animation no longer continues indefinitely Fixed: Animation Jitter on axehit. Experimental. Might break stuff Fixed: Ready pose for shovel fixed again Tweak: Buffed warmth on reindeer herder coats and boots Fixed: Various potential crashes if packets received or threads still ticking during client shutdown; should fix modded multiplayer server connection issues Fixed: Font issues when switching language to Thai, Chinese (Simplified) or Chinese (Traditional) Fixed: Angry bees not stinging the player Fixed: Further attempt to fix very rare crash with EntityItem; added additional debug logging Fixed: Resolve issue when executing the /stop command immediately after joining a singleplayer world Fixed: Bighorn sheep (and some deer) still had wrong step heights in 1.19.4 Fixed: 1.19.4 crash if pies were placed on clutter tables Fixed: Topsoil grass re-growth did not match original worldgen grass Fixed: Item transfer between inventories using mouse was not logged to server-audit.txt, chute placement is now also audit logged to counter item siphoning Fixed: Dyes very chunky looking when inside barrels Fixed: Should fix a rare startup crash when logging off sitting Fixed: Anvil merging derp and hammering sound not playing Fixed: Ore map generators no longer seed-deterministic since 1.18.8 upon game restart Fixed: Clutter bookshelves were missing the same glue-repairing mechanism as other clutter Fixed: Potential crash with shields if no space for texture etc (GitHub issue 3598) Fixed: Plant container error if the container block does not exist, for example when a mod was removed Fixed: Fixed curd bundles abusable as infinitely lasting food storage. Remove curd bundle from creative inventory because these are now always empty Fixed: In Homo Sapiens game mode (or others where lore content is off) locust nests would still spawn Fixed: Torches would not start fires in leaves, grass etc. with Shift+right click Fixed: Peanuts and Olives not visible in meals Fixed: Bug in creature pathfinding system that prevented them to walk towards their intended goal Fixed: Very rare exception issue logged to file, related to axles Fixed: /gm sp command not setting player to spectator mode Fixed: Shader compile error on Intel internal graphics Fixed: Properly fix crashes / texture atlas overflow related to labeled crates Api Tweak: Items/Blocks can now define an attribute "inBarrelShape" to determine their shape inside a barrel Api Tweak: Don't crash on invalid GroundStack
  11. Dear Extraordinary Survivalists v1.19.4, a stable release, is now available to download through the account manager. Over 200 features, tweaks and fixes later, the 1.19.4 update looks in a good state to us now. The new First Person view (fp) mode introduced in 1.19 also looks to be in a decent state by now. Some areas still need fine tuning, but we'd like to believe it's now in a qualitatively better state than the hand-less fp mode of 1.18. Featured changes include a rebalancing of loot in ruins - obtaining clutter blocks is now more challenging and requires plentiful application of glue, but at the same time there is more variety in the smaller objects found in chests and containers among the ruins. We also added placeable hides, and a new wireframe color setting in the Accessibility tab to assist players with color vision impairments. Screenshot by Daag, shared in #screenshots Screenshots Glue making mechanic, use glue to repair and obtain ruin clutter Barrels finally received the long anticipated model overhaul Hides have new models and textures, and can be placed on the ground Mouse buttons are now re-bindable Game updates All the changes from 1.19.4-rc.1, 1.19.4-rc.2 and 1.19.4-rc.3: Feature: Clutter blocks shatter when broken, unless first repaired using glue Clutter blocks can no longer be obtained with a 50% chance by breaking them, they now require repair in situ. Partially-repaired blocks have a chance of not shattering. Clutter blocks already obtained by players are safe from shattering This shatter rule is configurable on a per-world basis (and is by default disabled in the Exploration play style). New world configuration option "Clutter obtainable" Pitch glue can be made by cooking up resin and powdered charcoal. A pot of glue can be used to repair clutter blocks within ruins, simply right-click with the pot in the active hand Glue hardens within a few hours after it is made, but hardened glue can be re-heated in a firepit. Players wanting to repair clutter may need to create a firepit close to the ruins Cooking pots can now be used to cook non-food items; but cooking such substances in a pot will result in a "Residue-covered pot" which can never again be used for meal recipes: nobody likes to eat glue! Powdered charcoal is made by grinding charcoal on a quern Feature: "With great ruins comes great lootability" A wider selection of loot is potentially available in chests and other containers within ruins, both on the surface and underground Some containers may contain smaller clutter objects (if found in chests, these therefore can be obtained without any need to repair them) A new cellar is included in one of the large ruins Feature: Re-bindable mouse buttons (as first mentioned in the 1.19.0-rc1 news) Any keyboard control or macro can now alternatively be configured to a mouse button [Detail: in Settings, Controls tab, click on any setting and then to set it, click a mouse button instead of a key. Left, middle, right buttons and, for multi-button mice, up to 5 additional buttons are supported] In-game left, right and middle mouse-clicks can be re-bound, either to different mouse buttons or to keyboard keys. For example left and right mouse buttons can be swapped, or for mice with only two buttons, a keyboard key can be used for middle clicking Pick block is now re-bindable to any key or mouse button Feature: In the Accessibility settings tab, knapping, clayforming, smithing voxel wireframe colors are now configurable between different presets. In addition to the standard setting, two alternative presets for these colors are provided, chosen for better contrast for players with certain types of color blindness (color vision anomaly) Tweak: Hides are now 3D models, and can be placed on the ground Raw hides will begin to rot after 5 days. Oiling or soaking the hide will prevent it from rotting. Tweak: Improved visuals for barrels and troughs New barrel models Barrel contents appearance for raw vegetables more closely matches the actual vegetable (Cabbage, Carrot, Onion, Parsnip, Pumpkin, Turnip, and Bell pepper) Improved appearance of some other items in barrels (Cooked bushmeat, fish, poultry, redmeat; raw mixed vegetable) Vegetables in troughs now have the same appearance as vegetables in barrels, with some extra tweaks at the borders Minor tweaks to appearance of both small and large troughs, and rot models Fixed: grains in troughs did not use proper texture; dry grass (hay) in troughs had too much shadow Tweak: Performance improvements: do more, with less! Several memory optimizations, resulting in the game requiring less RAM overall, and fewer memory-related lag spikes: Reduce server and singleplayer RAM usage around 250MB overall [detail: Schematics used by ruins and villages are now cached and partly lazy-loaded] Reduce climb in RAM usage on client when moving to new world areas Additional loaded ruins and other schematics RAM optimisations, with larger savings when using certain mods Mitigate rapidly climbing RAM usage and lag spikes resulting from it, especially when the same chunk had to be redrawn multiple times when blocks within a chunk were modified often. (Technical details: Reduced GC pressure by reduced heap allocation during chunk tesselation, by reusing instead of re-allocating MeshData objects. Can be disabled by adding the following new line in the boolSettings area of clientsettings.json: "disableMeshRecycler: true" or the corresponding .clientconfigcreate command, requires game restart to take effect) Minor server-side RAM optimisations when saving or sending chunks Minor RAM optimisations for Microblocks, Clutter etc. Fixed: Slow cumulative memory leak on long-running game client, seen after many hours of play Fixed: Lag spikes when starting to type in chat or handbook (only seen with RAM mode set to "Aggressively Optimize") Fixed: Total memory use: the debug screen and /stats command showed too high a value, more than Task Manager showe Reduce network usage in large-scale multiplayer games [detail: Fewer entity position update packets for dropped items, dead creatures and other non-moving entities] Minor optimisations to clayforming Reduced client-side lag spikes from doors in newly loaded chunks Fixed: Server was sometimes unnecessarily sending the same chunk to the client twice (e.g. following a teleport) Tweak: Gameplay balancing Soil, sand and stone mining resistance are all increased by 20% (take longer to mine), gravel resistance is decreased 20% [note: part of the thinking behind this is that obtaining these heavy materials should be more time-consuming, relative to obtaining wood or small blocks; it also helps block breaking time match up better with the shovel and pick animations in some cases; players and servers who preferred the old speeds can, if they like, adjust global mining speed for all blocks in world configs] Cobblestone mining speed slowed, to be more in line with other stone materials; cobble stairs now mine at the same speed as other cobble blocks Mountainous creatures (deer, goats, bighorn sheep) now take less fall damage, should mitigate issues when they flee off precipices Chickens and chicks now take slightly less damage from falls, compared with other creatures Entities (except when fleeing) now strongly avoid pathing through boiling water Moose jump height is reduced to 2 blocks, less than most deer Fancy linen patterns (square/offset/diamond pattern) are now a Tailor-exclusive grid recipe. Make them using normal linen, plus sewing kit, in various configurations. Any player can turn fancy linen back into the normal linen pattern using shears, in grid Commodity trader no longer sells square/offset/diamond linen patterns, only normal Cooking pots are shelf-storable Whole pumpkins can no longer be placed in a trough as animal feed, they must first be sliced Tule, cattail, and papyrus roots all now cook into the same food item: 'cooked wild rhizomes' Tule now has plantable roots. Tule, cattails, and papyrus now have planter and flowerpot models that respond to climate Auto-close the trader dialog and trading window when a player moves out of range of the trader Support beams placed on blocks can now be individually removed instead of all at once (not yet on chiseled blocks, sorry) Chiseled blocks with beams on them, when broken, now only drop the beams in Survival mode Meta blocks such as Command blocks and stack randomizers no longer drop when broken by players in Survival mode [note: in Survival mode, meta blocks are normally invisible and therefore untargetable by players, but players have a setting to enable visibility and targeting of such blocks, mainly intended for mod and map makers] Fixed: .cam command was available to Survival players Tweak: New first person mode tuning In the Interface settings tab, players can now change the field of view for the first person mode hands, reduced default FoV from 90 to 75. This mitigates first person hands looking unnaturally long. Better synced smithing sound and action Added shield block pose when blocking with right hand Added custom animations for the bug net and squeezing honeycombs Added animation for inserting temporal gear with a knife (to restore the player's temporal stability) More sluggish mouse movement and seraph model rotation while swimming Tools now follow the player's cursor more closely in first person mode. Less jarring transition back to tool ready position, after using a tool to hit Impove feel of axe, club and hammer when used as a weapon Adjustments to falx, axe and cleaver first-person animations Adjusted position for held crushed items Adjusted shield transforms and other off-hand transforms Fixes to some animations endlessly repeating after an action Knife cut animation Chisel ready animation, after switching from chisel to empty slot Using torch to light a firepit, whenever a torch was then held Torch in hand - could endlessly repeat instead of holding it out straight Shield block pose not stopping when placing the shield on an armor stand Player endlessly holstering spear after world reload Fixed: Block edge sitting was sometimes triggered in the wrong places Fixed: Block edge sitting looked strange in first-person if the camera is rotated beyond a normal neck angle; camera is now rotation-limited in this pose Fixed: Hammer and chisel animation working properly again Fixed: Hammer no longer clips into the camera when breaking blocks with it in the off-hand. Fixed: First hit animations on spear now consistent with all subsequent hits Fixed: Shovel ready animation now longer firmly attached Fixed: Idle animations for lanterns and pumpkin fruit Fixed: Melee attacks with weapons, at the same time as getting attacked, did not damage entities in some cases and played a weird animation Fixed: Held Torch particles spawning in the wrong location when the fp hands FoV different significantly from the FoV settings in the graphics ta Tweak: Seraph hair and clothing improvements Snow goggles and glasses are now worn on the face location, rather than the head - so these can now be combined with hats Ponytail parts removed from basic seraph model Fixed: hats would show through helmets Fixed: Hair side braids and side buns adjusted to not conflict as much with messenger hat Fixed: emblems were set to wear on the wrist Fixed: inventory and handbook positioning of several arm, head and jewellery items, and rusty and temporal gears Tweak: Other visual fine tuning More detailed skulls on human skeletons. Special skeleton has smaller skull Feather item now has a 3D model; improved rot model Beeswax, Fat and Raw fish models now smaller when placed on the ground Improved positioning of some food items (thanks to Sonya!) Bunches or piles of food items generally now held with both hands Pixel-level polish to the layout of block interaction help Fixed: Soldered copper sheet texture would sometimes show up amongst world-placed copper sheets Fixed: Jonas parts positioning in display cases was not correct Fixed: Various fixes to antlers and goat horns (Guemal, Caribou, Marsh deer, Pampas deer, Tur goat, Takin goat) Fixed: Many antlers invisible in the handbook Fixed: Antler mount hitboxes were too large; diamond antler mount was not quite centered Fixed: Incorrect appearance of breadfruit in cooking pot meals Fixed: Pickled pumpkin now has different texture from un-pickled pumpkin Fixed: z-fighting on copper spear Fixed: Mianguan had bad display case transform Fixed: Resonator had missing texture pattern Fixed: Jarring text/button overflow in Vintagehosting Server Configuration screen Fixed: Stretched crate label item images Fixed: Missing textures on the Thunderlord (also affectionately known as 'Dave') Tweak: Handbook fine tuning Improved text layout and formatting on Handbook pages Minor improvements to Command Handbook layout The knapping guide makes clear that knapping creates a tool head, not an actual tool Handbook entry for deer explains that they cannot be domesticated, milked or bred Fancy-stitched linens are now included in the handbook Handbook entry for clay no longer mentions finding clay on the map, as the default map style does not show clay differently from soil Changed order of presentation of information in the descriptive text for wearable items Minor information corrections in English guides in handbook (Animal husbandry, Helve hammer mechanisation) More use of the current configuration for right mouse button, in any handbook text referencing right-click actions Fixed: link to glass in the greenhouse guide Fixed: in the initial Create character dialog, game unpausing when clicking on a handbook link in the player class description Tweak: Positional sounds on moving objects more accurately update their positions Tweak: Improved collision/selection boxes for ancient book pile clutter Tweak: Hot springs now cannot spawn under lakeice or saltwater Tweak: Mod Manager shows warning dialog if a player attempts to disable the mods comprised in vanilla Vintage Story (Creative Mode, Essentials, Survival Mode) Tweak: Graphics settings menu, if only essential settings are shown, now shows a tip indicating that there are additional settings Tweak: Add Window Mode setting "Fullscreen + Always on top", which prevents the window from auto-minimizing when it loses focus, useful for dual monitor setups Tweak: /db prune command is now available on hosted servers to reduce filesize and to allow new worldgen in explored but unused areas of the map; usage fully explained in the in-game Command Handbook Tweak: New /dev bookshelfvariant l[] inc/dec subcommands to "scroll" through variants. Note: similarly to other commands, this can be set as a macro and bound to a hotkey Tweak: Localization and language changes All trader dialogue is now translatable Added two new translations: Thai and Chinese Traditional. Cooking pot contents "x servings of y" now localized, and the English text uses plural format; similar plural format use for the new 'portions of' translations for non-food cooking pot contents In English, for wearables descriptions and handbook text, "Cloth category" is now "Clothing category" and some capitalisation changes for consistency In the cooking pot "Will make X servings of Y" message seen in firepit, the meal name Y is automatically converted to lowercase by code: this conversion now better handles accents, in certain languages Settings menu made more spacious to allow individual setting names to be on a single line in more cases, even if in some languages the name is wider than the English text "Melting" transformation for snowballs in handbook now localized Rock instability % in block info now localized Block interaction help for Support beam and Prospecting Pick was not localized, in non-English languages Fixed: In the Settings, Interface tab, the language selection dropdown box could drop below the bottom of the screen Fixed: Garbled text on Korean translations (for existing players, switch language to English then back to Korean to fix) Fixed: Localization crash in TranslationService.PluralFormat with certain formatted strings Fixed: Localization strings, if plural format {p... used more than once in the same string it didn't work Update community translations Fixed: Game unplayable (immediate crash) on operating systems set to Thai language and perhaps certain other languages as the default system language Fixed: Creatures stacking / bouncing on top of each other and thus escaping pens Fixed: Player (and other entities) clipping through walls when taking knockback damage, or at certain specific positions in the world Fixed: Ruins with missing textures underwater, in Arctic regions Fixed: Worldgen borders still sometimes visible at edges of map regions, in worldgen from game versions 1.19.0-1.19.3 [note: existing maps might now be fixable using /db prune command or /wgen regen command, see documentation for those commands] Fixed: Dropped backpacks and handbaskets not having correct item despawn timer until now (sorry for past lost items!) Fixed: Freeze and texture atlas leak (sometimes severe visual corruption) caused by having numerous labeled crates Fixed: Support beams were forever stuck to chiseled blocks. Now they fall off when the chiseled block is broken Fixed: Block breaking decal for support beams Fixed: Rare duplication of entities (e.g. following teleport sometimes) - may fix some doppelganger issues in multiplayer, time will tell Fixed: Chickens were eating from large troughs in 1.19, which was unintended Fixed: Mechanical damage bonus not applied for the Clockmaker. Animal loot modifier unintentionally applied to mechanicals. Fixed: Chute pushing into Archimedes screw could get items stuck and stop the flow Fixed: Rare boulders and loose stones placed inappropriately on top of ruins by worldgen Fixed: Multiple issues with ruins generated in tiny worlds or near the map edge Fixed: In Multiplayer, firewood or ingot piles or other ground storables could be invisible when newly placed Fixed: Wooden crates did not have their correct capacities for the type of wood Fixed: Farmland and panned gravel/sand layers created weird lighting on neighbours when placed in corners Fixed: Scroll rack block info showed the scroll in the wrong slot Fixed: Scroll rack had various minor issues and janks when two racks are side-by-side Fixed: Bears and other creatures spawning inside snow blocks now correctly positioned Fixed: Burned out torch making extinguishing sounds when thrown in water Fixed: Burning entities and items were not extinguished by salt water Fixed: Inconsistent attachment of signs on left and right end of a trunk Fixed various issues with traders: Modify trader place auction slot to prevent accidental item disappearance with shift-click Resolve trader visual duplication bug for items [thanks to korobya GH PR 34] Address issue where "your offer" slots at the trader allow any item to be shift-clicked into [thanks to korobya GH PR 34] Eliminate duplicated audit logs for creative and trader inventory open/close [thanks to korobya GH PR 34] Fixed: WorldEdit flood-fill tool, on undo, did not clean up water when there was a block and water in the same position, e.g. loose stones underwater Fixed: WorldEdit block removal tools, if blocks had decor on them (linen, carpet, lichen, mold etc) the decor would drop instead of being removed Fixed: File drop of schematics for WorldEdit, while game was paused, could be reported as an error Fixed: In WorldEdit blocks preview, GL errors with imported/copied schematics including open barrels with liquid contents Fixed: In WorldEdit blocks preview, surface grass color (topsoil) and liquids were not drawn at all Fixed: WorldEdit import of certain schematics could log errors from BETransient, and related issues Fixed: 2 rare issues with Clutter bookshelf in schematics, causing incomplete imports Fixed: In Multiplayer, a mod configured a certain way could make it impossible to connect to a modded server - if the required mod was Universal but had requiredOnServer set to false, the client would endlessly re-download the mod before joining the server, even if it had it already Fixed: In the Multiplayer 'Add New Server' screen, prevent entry of obviously wrongly-formatted host names Fixed: Various rare crashes and logged errors Rare crash when looking at cheese! Crash involving EntityItem Handbook crash when clicking on drops from stony rubble Multiplayer crashes with traders and auctions: If another player on the server also buys or creates an auction while you are trading Crash with Command Block in Developer Mode FruitTreeRoot errors in logs at world load Error from Microblocks during snow melt Serverside exception error log on "AiTaskSeekFoodAndEat.suitableFoodSource" Importing schematics with missing entity types or liquids inside buckets, from removed mods, would error Rotating a chiseled bookshelf (legacy) using wrench would result in game crash (also for chiseled Log sections) Rare crash when destroying a lot of beams on one block Rare Multiplayer crash if an in-game warning message is sent by a mod before client has fully joined a server Multiplayer game crashing when connecting to a server with mods missing on the client Log spam for attempted drifter spawns when Temporal Stability is disabled in world config Crashes when dying holding sling, bow and certain other items Crash when editing book, using backspace key at the end of the text, and deleting backwards through a page break Rare crash relating to Fruit press Fixed: Re-add /land claim abbreviated grow commands (/land claim gu/gd/gn/ge/gs/gw, su/sd/sn/se/ss/sw) Fixed: Item id remapper command /iir getid not working Fixed: /db prune did not delete Structure locations, preventing ruins and traders from properly regenerating Mod API Tweak: Missing dependencies now listed in the mod manager Tweak: Added a new attachment point on the seraph model for off-hand animations Tweak: Log an error if HeldRightReadyAnimation and HeldRightTpIdleAnimation for an item are set to the same animation Tweak: New and updated stackrandomizers are available to allow random loot to be placed in containers in schematics; and these randomizers can be modded to add or change loot in vanilla ruins: for details see the randomizers in assets/survival/itemtypes/meta Tweak: If an item specifies a renderVariant, and the shape cannot be found, log an error instead of crashing Tweak: Modded spears should now include behavior "AnimationAuthoritative", see vanilla spear.json for an example Tweak: Added entity property fallDamageMultiplier Notice: Entity boolean property fallDamage will become obsolete in v1.20 and removed in v1.21. Use fallDamageMultiplier: 0.0 instead Fixed: Block patches with NearSeaWater placement now detect salt water properly Fixed: Incorrect door and chest took on wrong appearance when animated in heavily modded games, due to multiple texture atlas creation, when using default texture atlas sizes Fixed: Microblocks not allowing 255 materials Additional minor tweaks relevant only to coded mods: KeyConfiguration used for hotkeys can now also represent a mouse button; mouse buttons are treated like keyboard keys with keycodes 240-247 For AITasks, the EntityPartitioning system is now divided more logically into Creatures and Inanimate entities, use EnumEntitySearchType to specify which For all string IndexOf(), StartsWith() or EndsWith() operations on strings representing game internal elements, for example AssetLocation, texture codes and other dictionary keys or anything found in JSON code, StringComparison.Ordinal should be used for culture independence. See .NET Best Practice Guide. Vintagestory.API.Util now provides helper methods string.IndexOfOrdinal(), string.StartsWithOrdinal() and string.EndsWithOrdinal() which you can use; and for AssetLocations, ordinal comparison is built-in to new convenience method AssetLocation.PathStartsWith() Mods can access and change climbUpSpeed and climbDownSpeed in an entity's BehaviorControlledPhysics Marked UsingHeldItemTransformBefore/After as obsolete Exposed GetRecipeRegistry() in IWorldAccessor BlockEntity.GetBlockInfo() exceptions now trapped and logged, a simple error line is shown in the Block Info HUD Exceptions thrown by ticking a BlockEntity are now logged with position of entity and type; override BlockEntity.TickingExceptionHandler to change this behavior Exceptions thrown by BlockEntity.FromTreeAttributes() are now logged with position of entity and type Any mod directly accessing BlockEntityMicroBlock.sideAlmostSolid or .sidecenterSolid should re-compile for 1.19.4 (no actual code change in the mod should normally be required, but the field type changed, pull latest VSSurvivalMod source from GitHub) Notice: For coded mods using native binaries (.dll in Windows) in a /native folder, these will now not get loaded automatically (they would produce 'Bad IL format' errors at loading time anyhow). Applies to native binaries representing either libraries or a mod's own code not written in C#. Mods needing to load native binaries should instead write their own short DllImportResolver method [example] to locate their native binaries properly for each platform, and also include a static call to set that DllImportResolver [example line of code] Changes since 1.19.4-rc.3 (also listed above) Tweak: Updated to latest community translations Fixed: .cam command were available to survival players Fixed: Missing mod dependency of a mod dependency crashing the mod manager Fixed: /db prune did not delete Structure locations preventing them from regenerating Fixed: Held Torch particles spawning in the wrong location when the fp hands FoV different significantly from the FoV settings in the graphics tab Fixed: WorldEdit import of certain schematics could log errors from BETransient, and related issues Fixed: Slow cumulative memory leak on long-running game client Fixed: In WorldEdit, GL errors when previewing imported/copied schematics including open barrels with liquid contents Fixed: In the WorldEdit blocks preview, surface grass color (topsoil) and liquids were not drawn at all Fixed: 2 rare issues with Clutter bookshelf in schematics, causing incomplete imports Fixed: Rare shutdown exception in ChunkTesselator seen only in Dev environment Fixed: Freeze and texture atlas leak caused by labeled crates Fixed: Missing textures on the Thunderlord (also affectionately known as 'Dave') View full record
  12. Dear Extraordinary Survivalists v1.19.4, a stable release, is now available to download through the account manager. Over 200 features, tweaks and fixes later, the 1.19.4 update looks in a good state to us now. The new First Person view (fp) mode introduced in 1.19 also looks to be in a decent state by now. Some areas still need fine tuning, but we'd like to believe it's now in a qualitatively better state than the hand-less fp mode of 1.18. Featured changes include a rebalancing of loot in ruins - obtaining clutter blocks is now more challenging and requires plentiful application of glue, but at the same time there is more variety in the smaller objects found in chests and containers among the ruins. We also added placeable hides, and a new wireframe color setting in the Accessibility tab to assist players with color vision impairments. Screenshot by Daag, shared in #screenshots Screenshots Glue making mechanic, use glue to repair and obtain ruin clutter Barrels finally received the long anticipated model overhaul Hides have new models and textures, and can be placed on the ground Mouse buttons are now re-bindable Game updates All the changes from 1.19.4-rc.1, 1.19.4-rc.2 and 1.19.4-rc.3: Feature: Clutter blocks shatter when broken, unless first repaired using glue Clutter blocks can no longer be obtained with a 50% chance by breaking them, they now require repair in situ. Partially-repaired blocks have a chance of not shattering. Clutter blocks already obtained by players are safe from shattering This shatter rule is configurable on a per-world basis (and is by default disabled in the Exploration play style). New world configuration option "Clutter obtainable" Pitch glue can be made by cooking up resin and powdered charcoal. A pot of glue can be used to repair clutter blocks within ruins, simply right-click with the pot in the active hand Glue hardens within a few hours after it is made, but hardened glue can be re-heated in a firepit. Players wanting to repair clutter may need to create a firepit close to the ruins Cooking pots can now be used to cook non-food items; but cooking such substances in a pot will result in a "Residue-covered pot" which can never again be used for meal recipes: nobody likes to eat glue! Powdered charcoal is made by grinding charcoal on a quern Feature: "With great ruins comes great lootability" A wider selection of loot is potentially available in chests and other containers within ruins, both on the surface and underground Some containers may contain smaller clutter objects (if found in chests, these therefore can be obtained without any need to repair them) A new cellar is included in one of the large ruins Feature: Re-bindable mouse buttons (as first mentioned in the 1.19.0-rc1 news) Any keyboard control or macro can now alternatively be configured to a mouse button [Detail: in Settings, Controls tab, click on any setting and then to set it, click a mouse button instead of a key. Left, middle, right buttons and, for multi-button mice, up to 5 additional buttons are supported] In-game left, right and middle mouse-clicks can be re-bound, either to different mouse buttons or to keyboard keys. For example left and right mouse buttons can be swapped, or for mice with only two buttons, a keyboard key can be used for middle clicking Pick block is now re-bindable to any key or mouse button Feature: In the Accessibility settings tab, knapping, clayforming, smithing voxel wireframe colors are now configurable between different presets. In addition to the standard setting, two alternative presets for these colors are provided, chosen for better contrast for players with certain types of color blindness (color vision anomaly) Tweak: Hides are now 3D models, and can be placed on the ground Raw hides will begin to rot after 5 days. Oiling or soaking the hide will prevent it from rotting. Tweak: Improved visuals for barrels and troughs New barrel models Barrel contents appearance for raw vegetables more closely matches the actual vegetable (Cabbage, Carrot, Onion, Parsnip, Pumpkin, Turnip, and Bell pepper) Improved appearance of some other items in barrels (Cooked bushmeat, fish, poultry, redmeat; raw mixed vegetable) Vegetables in troughs now have the same appearance as vegetables in barrels, with some extra tweaks at the borders Minor tweaks to appearance of both small and large troughs, and rot models Fixed: grains in troughs did not use proper texture; dry grass (hay) in troughs had too much shadow Tweak: Performance improvements: do more, with less! Several memory optimizations, resulting in the game requiring less RAM overall, and fewer memory-related lag spikes: Reduce server and singleplayer RAM usage around 250MB overall [detail: Schematics used by ruins and villages are now cached and partly lazy-loaded] Reduce climb in RAM usage on client when moving to new world areas Additional loaded ruins and other schematics RAM optimisations, with larger savings when using certain mods Mitigate rapidly climbing RAM usage and lag spikes resulting from it, especially when the same chunk had to be redrawn multiple times when blocks within a chunk were modified often. (Technical details: Reduced GC pressure by reduced heap allocation during chunk tesselation, by reusing instead of re-allocating MeshData objects. Can be disabled by adding the following new line in the boolSettings area of clientsettings.json: "disableMeshRecycler: true" or the corresponding .clientconfigcreate command, requires game restart to take effect) Minor server-side RAM optimisations when saving or sending chunks Minor RAM optimisations for Microblocks, Clutter etc. Fixed: Slow cumulative memory leak on long-running game client, seen after many hours of play Fixed: Lag spikes when starting to type in chat or handbook (only seen with RAM mode set to "Aggressively Optimize") Fixed: Total memory use: the debug screen and /stats command showed too high a value, more than Task Manager showe Reduce network usage in large-scale multiplayer games [detail: Fewer entity position update packets for dropped items, dead creatures and other non-moving entities] Minor optimisations to clayforming Reduced client-side lag spikes from doors in newly loaded chunks Fixed: Server was sometimes unnecessarily sending the same chunk to the client twice (e.g. following a teleport) Tweak: Gameplay balancing Soil, sand and stone mining resistance are all increased by 20% (take longer to mine), gravel resistance is decreased 20% [note: part of the thinking behind this is that obtaining these heavy materials should be more time-consuming, relative to obtaining wood or small blocks; it also helps block breaking time match up better with the shovel and pick animations in some cases; players and servers who preferred the old speeds can, if they like, adjust global mining speed for all blocks in world configs] Cobblestone mining speed slowed, to be more in line with other stone materials; cobble stairs now mine at the same speed as other cobble blocks Mountainous creatures (deer, goats, bighorn sheep) now take less fall damage, should mitigate issues when they flee off precipices Chickens and chicks now take slightly less damage from falls, compared with other creatures Entities (except when fleeing) now strongly avoid pathing through boiling water Moose jump height is reduced to 2 blocks, less than most deer Fancy linen patterns (square/offset/diamond pattern) are now a Tailor-exclusive grid recipe. Make them using normal linen, plus sewing kit, in various configurations. Any player can turn fancy linen back into the normal linen pattern using shears, in grid Commodity trader no longer sells square/offset/diamond linen patterns, only normal Cooking pots are shelf-storable Whole pumpkins can no longer be placed in a trough as animal feed, they must first be sliced Tule, cattail, and papyrus roots all now cook into the same food item: 'cooked wild rhizomes' Tule now has plantable roots. Tule, cattails, and papyrus now have planter and flowerpot models that respond to climate Auto-close the trader dialog and trading window when a player moves out of range of the trader Support beams placed on blocks can now be individually removed instead of all at once (not yet on chiseled blocks, sorry) Chiseled blocks with beams on them, when broken, now only drop the beams in Survival mode Meta blocks such as Command blocks and stack randomizers no longer drop when broken by players in Survival mode [note: in Survival mode, meta blocks are normally invisible and therefore untargetable by players, but players have a setting to enable visibility and targeting of such blocks, mainly intended for mod and map makers] Fixed: .cam command was available to Survival players Tweak: New first person mode tuning In the Interface settings tab, players can now change the field of view for the first person mode hands, reduced default FoV from 90 to 75. This mitigates first person hands looking unnaturally long. Better synced smithing sound and action Added shield block pose when blocking with right hand Added custom animations for the bug net and squeezing honeycombs Added animation for inserting temporal gear with a knife (to restore the player's temporal stability) More sluggish mouse movement and seraph model rotation while swimming Tools now follow the player's cursor more closely in first person mode. Less jarring transition back to tool ready position, after using a tool to hit Impove feel of axe, club and hammer when used as a weapon Adjustments to falx, axe and cleaver first-person animations Adjusted position for held crushed items Adjusted shield transforms and other off-hand transforms Fixes to some animations endlessly repeating after an action Knife cut animation Chisel ready animation, after switching from chisel to empty slot Using torch to light a firepit, whenever a torch was then held Torch in hand - could endlessly repeat instead of holding it out straight Shield block pose not stopping when placing the shield on an armor stand Player endlessly holstering spear after world reload Fixed: Block edge sitting was sometimes triggered in the wrong places Fixed: Block edge sitting looked strange in first-person if the camera is rotated beyond a normal neck angle; camera is now rotation-limited in this pose Fixed: Hammer and chisel animation working properly again Fixed: Hammer no longer clips into the camera when breaking blocks with it in the off-hand. Fixed: First hit animations on spear now consistent with all subsequent hits Fixed: Shovel ready animation now longer firmly attached Fixed: Idle animations for lanterns and pumpkin fruit Fixed: Melee attacks with weapons, at the same time as getting attacked, did not damage entities in some cases and played a weird animation Fixed: Held Torch particles spawning in the wrong location when the fp hands FoV different significantly from the FoV settings in the graphics ta Tweak: Seraph hair and clothing improvements Snow goggles and glasses are now worn on the face location, rather than the head - so these can now be combined with hats Ponytail parts removed from basic seraph model Fixed: hats would show through helmets Fixed: Hair side braids and side buns adjusted to not conflict as much with messenger hat Fixed: emblems were set to wear on the wrist Fixed: inventory and handbook positioning of several arm, head and jewellery items, and rusty and temporal gears Tweak: Other visual fine tuning More detailed skulls on human skeletons. Special skeleton has smaller skull Feather item now has a 3D model; improved rot model Beeswax, Fat and Raw fish models now smaller when placed on the ground Improved positioning of some food items (thanks to Sonya!) Bunches or piles of food items generally now held with both hands Pixel-level polish to the layout of block interaction help Fixed: Soldered copper sheet texture would sometimes show up amongst world-placed copper sheets Fixed: Jonas parts positioning in display cases was not correct Fixed: Various fixes to antlers and goat horns (Guemal, Caribou, Marsh deer, Pampas deer, Tur goat, Takin goat) Fixed: Many antlers invisible in the handbook Fixed: Antler mount hitboxes were too large; diamond antler mount was not quite centered Fixed: Incorrect appearance of breadfruit in cooking pot meals Fixed: Pickled pumpkin now has different texture from un-pickled pumpkin Fixed: z-fighting on copper spear Fixed: Mianguan had bad display case transform Fixed: Resonator had missing texture pattern Fixed: Jarring text/button overflow in Vintagehosting Server Configuration screen Fixed: Stretched crate label item images Fixed: Missing textures on the Thunderlord (also affectionately known as 'Dave') Tweak: Handbook fine tuning Improved text layout and formatting on Handbook pages Minor improvements to Command Handbook layout The knapping guide makes clear that knapping creates a tool head, not an actual tool Handbook entry for deer explains that they cannot be domesticated, milked or bred Fancy-stitched linens are now included in the handbook Handbook entry for clay no longer mentions finding clay on the map, as the default map style does not show clay differently from soil Changed order of presentation of information in the descriptive text for wearable items Minor information corrections in English guides in handbook (Animal husbandry, Helve hammer mechanisation) More use of the current configuration for right mouse button, in any handbook text referencing right-click actions Fixed: link to glass in the greenhouse guide Fixed: in the initial Create character dialog, game unpausing when clicking on a handbook link in the player class description Tweak: Positional sounds on moving objects more accurately update their positions Tweak: Improved collision/selection boxes for ancient book pile clutter Tweak: Hot springs now cannot spawn under lakeice or saltwater Tweak: Mod Manager shows warning dialog if a player attempts to disable the mods comprised in vanilla Vintage Story (Creative Mode, Essentials, Survival Mode) Tweak: Graphics settings menu, if only essential settings are shown, now shows a tip indicating that there are additional settings Tweak: Add Window Mode setting "Fullscreen + Always on top", which prevents the window from auto-minimizing when it loses focus, useful for dual monitor setups Tweak: /db prune command is now available on hosted servers to reduce filesize and to allow new worldgen in explored but unused areas of the map; usage fully explained in the in-game Command Handbook Tweak: New /dev bookshelfvariant l[] inc/dec subcommands to "scroll" through variants. Note: similarly to other commands, this can be set as a macro and bound to a hotkey Tweak: Localization and language changes All trader dialogue is now translatable Added two new translations: Thai and Chinese Traditional. Cooking pot contents "x servings of y" now localized, and the English text uses plural format; similar plural format use for the new 'portions of' translations for non-food cooking pot contents In English, for wearables descriptions and handbook text, "Cloth category" is now "Clothing category" and some capitalisation changes for consistency In the cooking pot "Will make X servings of Y" message seen in firepit, the meal name Y is automatically converted to lowercase by code: this conversion now better handles accents, in certain languages Settings menu made more spacious to allow individual setting names to be on a single line in more cases, even if in some languages the name is wider than the English text "Melting" transformation for snowballs in handbook now localized Rock instability % in block info now localized Block interaction help for Support beam and Prospecting Pick was not localized, in non-English languages Fixed: In the Settings, Interface tab, the language selection dropdown box could drop below the bottom of the screen Fixed: Garbled text on Korean translations (for existing players, switch language to English then back to Korean to fix) Fixed: Localization crash in TranslationService.PluralFormat with certain formatted strings Fixed: Localization strings, if plural format {p... used more than once in the same string it didn't work Update community translations Fixed: Game unplayable (immediate crash) on operating systems set to Thai language and perhaps certain other languages as the default system language Fixed: Creatures stacking / bouncing on top of each other and thus escaping pens Fixed: Player (and other entities) clipping through walls when taking knockback damage, or at certain specific positions in the world Fixed: Ruins with missing textures underwater, in Arctic regions Fixed: Worldgen borders still sometimes visible at edges of map regions, in worldgen from game versions 1.19.0-1.19.3 [note: existing maps might now be fixable using /db prune command or /wgen regen command, see documentation for those commands] Fixed: Dropped backpacks and handbaskets not having correct item despawn timer until now (sorry for past lost items!) Fixed: Freeze and texture atlas leak (sometimes severe visual corruption) caused by having numerous labeled crates Fixed: Support beams were forever stuck to chiseled blocks. Now they fall off when the chiseled block is broken Fixed: Block breaking decal for support beams Fixed: Rare duplication of entities (e.g. following teleport sometimes) - may fix some doppelganger issues in multiplayer, time will tell Fixed: Chickens were eating from large troughs in 1.19, which was unintended Fixed: Mechanical damage bonus not applied for the Clockmaker. Animal loot modifier unintentionally applied to mechanicals. Fixed: Chute pushing into Archimedes screw could get items stuck and stop the flow Fixed: Rare boulders and loose stones placed inappropriately on top of ruins by worldgen Fixed: Multiple issues with ruins generated in tiny worlds or near the map edge Fixed: In Multiplayer, firewood or ingot piles or other ground storables could be invisible when newly placed Fixed: Wooden crates did not have their correct capacities for the type of wood Fixed: Farmland and panned gravel/sand layers created weird lighting on neighbours when placed in corners Fixed: Scroll rack block info showed the scroll in the wrong slot Fixed: Scroll rack had various minor issues and janks when two racks are side-by-side Fixed: Bears and other creatures spawning inside snow blocks now correctly positioned Fixed: Burned out torch making extinguishing sounds when thrown in water Fixed: Burning entities and items were not extinguished by salt water Fixed: Inconsistent attachment of signs on left and right end of a trunk Fixed various issues with traders: Modify trader place auction slot to prevent accidental item disappearance with shift-click Resolve trader visual duplication bug for items [thanks to korobya GH PR 34] Address issue where "your offer" slots at the trader allow any item to be shift-clicked into [thanks to korobya GH PR 34] Eliminate duplicated audit logs for creative and trader inventory open/close [thanks to korobya GH PR 34] Fixed: WorldEdit flood-fill tool, on undo, did not clean up water when there was a block and water in the same position, e.g. loose stones underwater Fixed: WorldEdit block removal tools, if blocks had decor on them (linen, carpet, lichen, mold etc) the decor would drop instead of being removed Fixed: File drop of schematics for WorldEdit, while game was paused, could be reported as an error Fixed: In WorldEdit blocks preview, GL errors with imported/copied schematics including open barrels with liquid contents Fixed: In WorldEdit blocks preview, surface grass color (topsoil) and liquids were not drawn at all Fixed: WorldEdit import of certain schematics could log errors from BETransient, and related issues Fixed: 2 rare issues with Clutter bookshelf in schematics, causing incomplete imports Fixed: In Multiplayer, a mod configured a certain way could make it impossible to connect to a modded server - if the required mod was Universal but had requiredOnServer set to false, the client would endlessly re-download the mod before joining the server, even if it had it already Fixed: In the Multiplayer 'Add New Server' screen, prevent entry of obviously wrongly-formatted host names Fixed: Various rare crashes and logged errors Rare crash when looking at cheese! Crash involving EntityItem Handbook crash when clicking on drops from stony rubble Multiplayer crashes with traders and auctions: If another player on the server also buys or creates an auction while you are trading Crash with Command Block in Developer Mode FruitTreeRoot errors in logs at world load Error from Microblocks during snow melt Serverside exception error log on "AiTaskSeekFoodAndEat.suitableFoodSource" Importing schematics with missing entity types or liquids inside buckets, from removed mods, would error Rotating a chiseled bookshelf (legacy) using wrench would result in game crash (also for chiseled Log sections) Rare crash when destroying a lot of beams on one block Rare Multiplayer crash if an in-game warning message is sent by a mod before client has fully joined a server Multiplayer game crashing when connecting to a server with mods missing on the client Log spam for attempted drifter spawns when Temporal Stability is disabled in world config Crashes when dying holding sling, bow and certain other items Crash when editing book, using backspace key at the end of the text, and deleting backwards through a page break Rare crash relating to Fruit press Fixed: Re-add /land claim abbreviated grow commands (/land claim gu/gd/gn/ge/gs/gw, su/sd/sn/se/ss/sw) Fixed: Item id remapper command /iir getid not working Fixed: /db prune did not delete Structure locations, preventing ruins and traders from properly regenerating Mod API Tweak: Missing dependencies now listed in the mod manager Tweak: Added a new attachment point on the seraph model for off-hand animations Tweak: Log an error if HeldRightReadyAnimation and HeldRightTpIdleAnimation for an item are set to the same animation Tweak: New and updated stackrandomizers are available to allow random loot to be placed in containers in schematics; and these randomizers can be modded to add or change loot in vanilla ruins: for details see the randomizers in assets/survival/itemtypes/meta Tweak: If an item specifies a renderVariant, and the shape cannot be found, log an error instead of crashing Tweak: Modded spears should now include behavior "AnimationAuthoritative", see vanilla spear.json for an example Tweak: Added entity property fallDamageMultiplier Notice: Entity boolean property fallDamage will become obsolete in v1.20 and removed in v1.21. Use fallDamageMultiplier: 0.0 instead Fixed: Block patches with NearSeaWater placement now detect salt water properly Fixed: Incorrect door and chest took on wrong appearance when animated in heavily modded games, due to multiple texture atlas creation, when using default texture atlas sizes Fixed: Microblocks not allowing 255 materials Additional minor tweaks relevant only to coded mods: KeyConfiguration used for hotkeys can now also represent a mouse button; mouse buttons are treated like keyboard keys with keycodes 240-247 For AITasks, the EntityPartitioning system is now divided more logically into Creatures and Inanimate entities, use EnumEntitySearchType to specify which For all string IndexOf(), StartsWith() or EndsWith() operations on strings representing game internal elements, for example AssetLocation, texture codes and other dictionary keys or anything found in JSON code, StringComparison.Ordinal should be used for culture independence. See .NET Best Practice Guide. Vintagestory.API.Util now provides helper methods string.IndexOfOrdinal(), string.StartsWithOrdinal() and string.EndsWithOrdinal() which you can use; and for AssetLocations, ordinal comparison is built-in to new convenience method AssetLocation.PathStartsWith() Mods can access and change climbUpSpeed and climbDownSpeed in an entity's BehaviorControlledPhysics Marked UsingHeldItemTransformBefore/After as obsolete Exposed GetRecipeRegistry() in IWorldAccessor BlockEntity.GetBlockInfo() exceptions now trapped and logged, a simple error line is shown in the Block Info HUD Exceptions thrown by ticking a BlockEntity are now logged with position of entity and type; override BlockEntity.TickingExceptionHandler to change this behavior Exceptions thrown by BlockEntity.FromTreeAttributes() are now logged with position of entity and type Any mod directly accessing BlockEntityMicroBlock.sideAlmostSolid or .sidecenterSolid should re-compile for 1.19.4 (no actual code change in the mod should normally be required, but the field type changed, pull latest VSSurvivalMod source from GitHub) Notice: For coded mods using native binaries (.dll in Windows) in a /native folder, these will now not get loaded automatically (they would produce 'Bad IL format' errors at loading time anyhow). Applies to native binaries representing either libraries or a mod's own code not written in C#. Mods needing to load native binaries should instead write their own short DllImportResolver method [example] to locate their native binaries properly for each platform, and also include a static call to set that DllImportResolver [example line of code] Changes since 1.19.4-rc.3 (also listed above) Tweak: Updated to latest community translations Fixed: .cam command were available to survival players Fixed: Missing mod dependency of a mod dependency crashing the mod manager Fixed: /db prune did not delete Structure locations preventing them from regenerating Fixed: Held Torch particles spawning in the wrong location when the fp hands FoV different significantly from the FoV settings in the graphics tab Fixed: WorldEdit import of certain schematics could log errors from BETransient, and related issues Fixed: Slow cumulative memory leak on long-running game client Fixed: In WorldEdit, GL errors when previewing imported/copied schematics including open barrels with liquid contents Fixed: In the WorldEdit blocks preview, surface grass color (topsoil) and liquids were not drawn at all Fixed: 2 rare issues with Clutter bookshelf in schematics, causing incomplete imports Fixed: Rare shutdown exception in ChunkTesselator seen only in Dev environment Fixed: Freeze and texture atlas leak caused by labeled crates Fixed: Missing textures on the Thunderlord (also affectionately known as 'Dave')
  13. Dear Extraordinary Survivalists v1.19.4-rc.3, a release candidate, is now available to download through the account manager. Here's a thing to fix more things, also sorry for breaking some working things. In other news, seems like a lovely Korean version of 100 days in Vintage Story is going viral currently. This release fixes a garbled text issue with Korean translations (and adds 2 new languages!) Thank you so much for contributing translations, community! Also, hi Korean players, glad to have you around! In some weird way, it almost feels like the game's come full circle. Saraty and me used to play Maple Story around 2008, as a way to stay connected during the times where we had a difficult long-distance relationship. Maple Story was created by Nexon, a company founded in South Korea. Our company name, Anego Studios, is a homage to the times I played Maple Story. Anego was one of the bosses I used to grind at. To this day, still one of my fondest memories in gaming. Screenshot by Tarian, shared in #screenshots Game updates Tweak: Mountainous creatures (deer, goats, bighorn sheep) now take less fall damage, should mitigate issues when they flee off precipices Tweak: Chickens and chicks now take slightly less damage from falls, compared with other creatures Tweak: Entities (except when fleeing) now strongly avoid pathing through boiling water Tweak: Hot springs now cannot spawn under lakeice or saltwater Tweak: Update community translations. Added Thai and Chinese Traditional. Tweak: Localization: Rock instability % in block info now localized Fixed: Creatures stacking / bouncing on top of each other and thus escaping pens Fixed: Inconsistent attachment of signs on left and right end of a trunk Fixed: Burning entities and items were not extinguished by salt water Fixed: Crashes when dying holding sling, bow and certain other items Fixed: Crash when editing book, using backspace key at the end of the text, and deleting backwards through a page break Fixed: Rare crash relating to Fruit press Fixed: Item id remapper command /iir getid not working Fixed: File drop of schematics for WorldEdit, while game was paused, could be reported as an error Fixed: Localization crash in TranslationService.PluralFormat with certain formatted strings Fixed: Localization strings, if plural format {p... used more than once in the same string it didn't work Fixed: Garbled text on Korean translations (for existing player, switch to English then back to Korean to fix) Fixed: (-rc.1 issue) Crash when repairing clutter blocks with glue from a receptacle other than Residue-covered pot Fixed: (-rc.1 issue) Some containers in ruins held missing clutter blocks Fixed: (-rc.2 issue) Clay forming process was messed up Trader fixes: Modify trader place auction slot to prevent accidental item disappearance with shift-click Fixed: Resolve trader visual duplication bug for items [thanks to korobya GH PR 34] Fixed: Address issue where "your offer" slots at the trader allow any item to be shift-clicked into [thanks to korobya GH PR 34] Fixed: Eliminate duplicated audit logs for creative and trader inventory open/close [thanks to korobya GH PR 34] API Tweak: Marked UsingHeldItemTransformBefore/After as obsolete API Tweak: Missing dependencies now listed in the mod manager API Tweak: Exposed GetRecipeRegistry() in IWorldAccessor API Tweak: BlockEntity.GetBlockInfo() exceptions now trapped and logged, a simple error line is shown in the Block Info HUD API Tweak: Added entity property fallDamageMultiplier API Notice: Entity boolean property fallDamage will become obsolete in v1.20 and removed in v1.21. Use fallDamageMultiplier: 0.0 instead API Fixed: Block patches with NearSeaWater placement now detect salt water properly View full record
  14. Dear Extraordinary Survivalists v1.19.4-rc.3, a release candidate, is now available to download through the account manager. Here's a thing to fix more things, also sorry for breaking some working things. In other news, seems like a lovely Korean version of 100 days in Vintage Story is going viral currently. This release fixes a garbled text issue with Korean translations (and adds 2 new languages!) Thank you so much for contributing translations, community! Also, hi Korean players, glad to have you around! In some weird way, it almost feels like the game's come full circle. Saraty and me used to play Maple Story around 2008, as a way to stay connected during the times where we had a difficult long-distance relationship. Maple Story was created by Nexon, a company founded in South Korea. Our company name, Anego Studios, is a homage to the times I played Maple Story. Anego was one of the bosses I used to grind at. To this day, still one of my fondest memories in gaming. Screenshot by Tarian, shared in #screenshots Game updates Tweak: Mountainous creatures (deer, goats, bighorn sheep) now take less fall damage, should mitigate issues when they flee off precipices Tweak: Chickens and chicks now take slightly less damage from falls, compared with other creatures Tweak: Entities (except when fleeing) now strongly avoid pathing through boiling water Tweak: Hot springs now cannot spawn under lakeice or saltwater Tweak: Update community translations. Added Thai and Chinese Traditional. Tweak: Localization: Rock instability % in block info now localized Fixed: Creatures stacking / bouncing on top of each other and thus escaping pens Fixed: Inconsistent attachment of signs on left and right end of a trunk Fixed: Burning entities and items were not extinguished by salt water Fixed: Crashes when dying holding sling, bow and certain other items Fixed: Crash when editing book, using backspace key at the end of the text, and deleting backwards through a page break Fixed: Rare crash relating to Fruit press Fixed: Item id remapper command /iir getid not working Fixed: File drop of schematics for WorldEdit, while game was paused, could be reported as an error Fixed: Localization crash in TranslationService.PluralFormat with certain formatted strings Fixed: Localization strings, if plural format {p... used more than once in the same string it didn't work Fixed: Garbled text on Korean translations (for existing player, switch to English then back to Korean to fix) Fixed: (-rc.1 issue) Crash when repairing clutter blocks with glue from a receptacle other than Residue-covered pot Fixed: (-rc.1 issue) Some containers in ruins held missing clutter blocks Fixed: (-rc.2 issue) Clay forming process was messed up Trader fixes: Modify trader place auction slot to prevent accidental item disappearance with shift-click Fixed: Resolve trader visual duplication bug for items [thanks to korobya GH PR 34] Fixed: Address issue where "your offer" slots at the trader allow any item to be shift-clicked into [thanks to korobya GH PR 34] Fixed: Eliminate duplicated audit logs for creative and trader inventory open/close [thanks to korobya GH PR 34] API Tweak: Marked UsingHeldItemTransformBefore/After as obsolete API Tweak: Missing dependencies now listed in the mod manager API Tweak: Exposed GetRecipeRegistry() in IWorldAccessor API Tweak: BlockEntity.GetBlockInfo() exceptions now trapped and logged, a simple error line is shown in the Block Info HUD API Tweak: Added entity property fallDamageMultiplier API Notice: Entity boolean property fallDamage will become obsolete in v1.20 and removed in v1.21. Use fallDamageMultiplier: 0.0 instead API Fixed: Block patches with NearSeaWater placement now detect salt water properly
  15. Dear Extraordinary Survivalists v1.19.4-rc.2, a release candidate, is now available to download through the account manager. Stable should follow pretty soon. Ukraine War Two years have passed since the full scale invasion of a sovereign country, in violation of multiple international agreements. Years of humans dying miserably in their homes and trenches. Ukrainians have a right to defend themselves. We must do more to support them. Today, I personally will be donating 10.000 eur to United24 to protect Ukrainian Skies. Screenshot by cy, shared in #screenshots Game updates since rc.1 Visual fine tuning Better synced smithing sound and action Fixed stretched crate label item images Fixed z-fighting on copper spear Fixed mianguan had bad display case transform Fixed missing texture pattern on resonator Fixed jarring text/button overflow in Vintagehosting Server Configuration screen Performance tuning Loaded ruins and other schematics RAM optimisations, with larger savings when using certain mods Mitigate rapidly increasing RAM usage and lag spikes resulting from it, particularly when the same chunks had to be redrawn multiple times when blocks within it were modified often. (Technical details: Reduced GC pressure by reduced heap allocation during chunk tesselation, by reusing instead of re-allocating MeshData objects. Can be disabled by adding the following new line in the boolSettings area of clientsettings.json: "disableMeshRecycler: true" or the corresponding .clientconfigcreate command, requires game restart to take effect) Minor server-side RAM optimisations when saving or sending chunks Minor RAM optimisations for Microblocks, Clutter etc Minor optimisations to clayforming Reduced client-side lag spikes from doors in newly loaded chunks Prevented the lag spikes when starting to type in chat or handbook, with RAM mode set to "Aggressively Optimize" Fixed total memory use the debug screen and /stats command showing a too high value, more than what the Task Manager showed Tweak: Cobblestone mining speed slowed, to be more in line with other stone materials; cobble stairs now mine at the same speed as other cobble blocks Tweak: Added shield block pose when blocking with right hand Tweak: Improved collision/selection boxes for ancient book pile clutter Tweak: Chiseled blocks with beams on them, when broken, now only drop the beams in Survival mode Tweak: New /dev bookshelfvariant l[] inc/dec subcommands to "scroll" through variants. Note: similarly to other commands, this can be set as a macro and bound to a hotkey Tweak: Localization and handbook Minor information corrections in English guides in handbook (Animal husbandry, Helve hammer mechanisation) More use of the current configuration for right mouse button, in any handbook text referencing right-click actions "Melting" transformation for snowballs in handbook now localized Block interaction help for Support beam and Prospecting Pick was not localized, in non-English languages Fixed new issues introduced in 1.19.4-rc.1 Mod breakage (including crash on startup) related to modded spears and cleavers In Multiplayer, creatures had unstable positions or jerky movement for some players Smithing action not applied unless mouse button held down for a long time. Smithing not in sync with sound and hit action. Controls settings menu made it difficult to set any of the keyboard controls to just the Shift, Ctrl or Alt key Certain trader dialogues (those with trader or player names) were not displaying correctly Fixed: Melee attacks with weapons, at the same time as getting attacked, did not damage entities in some cases and played a weird animation Fixed: Shield block pose not stopping when placing the shield on an armor stand Fixed: Player endlessly holstering spear after world reload Fixed: Burned out torch making extinguishing sounds when thrown in water Fixed: Various crashes Rare crash when destroying a lot of beams on one block Rare Multiplayer crash if an in-game warning message is sent by a mod before client has fully joined a server Multiplayer game crashing when connecting to a server with mods missing on the client Fixed: Log spam for attempted drifter spawns when Temporal Stability is disabled in world config Fixed: Re-add /land claim abbreviated grow commands (/land claim gu/gd/gn/ge/gs/gw, su/sd/sn/se/ss/sw) Fixed: In the Multiplayer 'Add New Server' screen, prevent entry of obviously wrongly-formatted host names Mod API Tweak: Exceptions thrown by ticking a BlockEntity are now logged with position of entity and type; override BlockEntity.TickingExceptionHandler to change this behavior Tweak: Exceptions thrown by BlockEntity.FromTreeAttributes() are now logged with position of entity and type Fixed: Incorrect door and chest took on wrong appearance when animated in heavily modded games, due to multiple texture atlas creation, when using default texture atlas sizes Fixed: For coded mods using native binaries (.dll in Windows) in a /native folder, these will now not get loaded automatically (they would produce 'Bad IL format' errors at loading time anyhow). Applies to native binaries representing either libraries or a mod's own code not written in C#. Mods needing to load native binaries should instead write their own short DllImportResolver method [example] to locate their native binaries properly for each platform, and also include a static call to set that DllImportResolver [example line of code] Fixed: Some mods crashing due to missing ItemSword class, introduced in 1.19.4-rc.1 View full record
  16. Dear Extraordinary Survivalists v1.19.4-rc.2, a release candidate, is now available to download through the account manager. Stable should follow pretty soon. Ukraine War Two years have passed since the full scale invasion of a sovereign country, in violation of multiple international agreements. Years of humans dying miserably in their homes and trenches. Ukrainians have a right to defend themselves. We must do more to support them. Today, I personally will be donating 10.000 eur to United24 to protect Ukrainian Skies. Screenshot by cy, shared in #screenshots Game updates since rc.1 Visual fine tuning Better synced smithing sound and action Fixed stretched crate label item images Fixed z-fighting on copper spear Fixed mianguan had bad display case transform Fixed missing texture pattern on resonator Fixed jarring text/button overflow in Vintagehosting Server Configuration screen Performance tuning Loaded ruins and other schematics RAM optimisations, with larger savings when using certain mods Mitigate rapidly increasing RAM usage and lag spikes resulting from it, particularly when the same chunks had to be redrawn multiple times when blocks within it were modified often. (Technical details: Reduced GC pressure by reduced heap allocation during chunk tesselation, by reusing instead of re-allocating MeshData objects. Can be disabled by adding the following new line in the boolSettings area of clientsettings.json: "disableMeshRecycler: true" or the corresponding .clientconfigcreate command, requires game restart to take effect) Minor server-side RAM optimisations when saving or sending chunks Minor RAM optimisations for Microblocks, Clutter etc Minor optimisations to clayforming Reduced client-side lag spikes from doors in newly loaded chunks Prevented the lag spikes when starting to type in chat or handbook, with RAM mode set to "Aggressively Optimize" Fixed total memory use the debug screen and /stats command showing a too high value, more than what the Task Manager showed Tweak: Cobblestone mining speed slowed, to be more in line with other stone materials; cobble stairs now mine at the same speed as other cobble blocks Tweak: Added shield block pose when blocking with right hand Tweak: Improved collision/selection boxes for ancient book pile clutter Tweak: Chiseled blocks with beams on them, when broken, now only drop the beams in Survival mode Tweak: New /dev bookshelfvariant l[] inc/dec subcommands to "scroll" through variants. Note: similarly to other commands, this can be set as a macro and bound to a hotkey Tweak: Localization and handbook Minor information corrections in English guides in handbook (Animal husbandry, Helve hammer mechanisation) More use of the current configuration for right mouse button, in any handbook text referencing right-click actions "Melting" transformation for snowballs in handbook now localized Block interaction help for Support beam and Prospecting Pick was not localized, in non-English languages Fixed new issues introduced in 1.19.4-rc.1 Mod breakage (including crash on startup) related to modded spears and cleavers In Multiplayer, creatures had unstable positions or jerky movement for some players Smithing action not applied unless mouse button held down for a long time. Smithing not in sync with sound and hit action. Controls settings menu made it difficult to set any of the keyboard controls to just the Shift, Ctrl or Alt key Certain trader dialogues (those with trader or player names) were not displaying correctly Fixed: Melee attacks with weapons, at the same time as getting attacked, did not damage entities in some cases and played a weird animation Fixed: Shield block pose not stopping when placing the shield on an armor stand Fixed: Player endlessly holstering spear after world reload Fixed: Burned out torch making extinguishing sounds when thrown in water Fixed: Various crashes Rare crash when destroying a lot of beams on one block Rare Multiplayer crash if an in-game warning message is sent by a mod before client has fully joined a server Multiplayer game crashing when connecting to a server with mods missing on the client Fixed: Log spam for attempted drifter spawns when Temporal Stability is disabled in world config Fixed: Re-add /land claim abbreviated grow commands (/land claim gu/gd/gn/ge/gs/gw, su/sd/sn/se/ss/sw) Fixed: In the Multiplayer 'Add New Server' screen, prevent entry of obviously wrongly-formatted host names Mod API Tweak: Exceptions thrown by ticking a BlockEntity are now logged with position of entity and type; override BlockEntity.TickingExceptionHandler to change this behavior Tweak: Exceptions thrown by BlockEntity.FromTreeAttributes() are now logged with position of entity and type Fixed: Incorrect door and chest took on wrong appearance when animated in heavily modded games, due to multiple texture atlas creation, when using default texture atlas sizes Fixed: For coded mods using native binaries (.dll in Windows) in a /native folder, these will now not get loaded automatically (they would produce 'Bad IL format' errors at loading time anyhow). Applies to native binaries representing either libraries or a mod's own code not written in C#. Mods needing to load native binaries should instead write their own short DllImportResolver method [example] to locate their native binaries properly for each platform, and also include a static call to set that DllImportResolver [example line of code] Fixed: Some mods crashing due to missing ItemSword class, introduced in 1.19.4-rc.1
  17. We'd like to produce animal sounds only from actual existing in-world animals
  18. Oh, I'd love to do some game juice updates in 1.20 yes, not related to clouds though.
  19. Some of the default values have changed. You should still be able to get the same type of world as in 1.18 if you copy over the world settings using the copy&paste feature.
  20. Dear Extraordinary Survivalists v1.19.2/3, a stable release, can now be downloaded through the account manager This update contains a list of carefully selected fixes and tuning that should not create any new issues. The Cave-Ins system should also work notably better / more intuitively with this update. More to come! [Edit:] The game will crash when you try to use a 1.19.0 or 1.19.1 game client to connect to 1.19.2 server, updating to 1.19.2 fixes that, sorry! [Edit2:] Also released 1.19.3 to fix aforementioned issue and some more new minor issues Greenhouse by Mercatto, shared in #screenshots Game updates In 1.19.3 Tweak: Water deer males can now have "fangs", these appear seasonally, but drop no item Tweak: Disable chiseling of cluttered bookshelf (attempts to chisel them would result in ? blocks/texture) Tweak: Add redwood trunk sections (quarter log) as an additional type of logs in all recipes requiring wood logs Fixed: In Multiplayer, players with game version 1.19.2 could still connect to 1.19.0 or 1.19.1 servers, leading to errors: 1.19.3 will refuse that connection Fixed: Game crash when you die with a drawn bow in hands Fixed: Rare crash (introduced in 1.19.2) with opened gates with chiseled blocks directly above them Fixed: Goat horns would grow in reverse, starting large but growing smaller each year as the goat aged Fixed: Water deer antlers were missing, causing log spam if water deer males were nearby Fixed: Crate inventory info would not update when placed Fixed: Unable to place knapping surfaces on top of chiseled blocks Fixed: Goat horns when mounted were wrongly described as "antlers" in the English version of the game Fixed: Placement failure of a knapping surface showed an error code instead of translated text Fixed: Linux install.sh not reading the answer for mesa_glthread Tweak: Smaller deer species, and (for now) Bighorn sheep, should not be able to jump 3-block high walls Tweak: Falx damage applies 2 animation frames later, so damage strike should look better synced with the animated motion Tweak: Shift-click now tries to target the most recently opened inventory first, then if it has no space the next most recent etc. (detail: but if there is a partial stack of the same item in another open inventory, shift-click will still prioritise adding into that partial stack first) Tweak: Drifters can now also spawn on top of loose stones Tweak: Brown bears were being found a bit too far into the North Tweak: Basket trap now shows trapped creature info on block HUD info Tweak: Added basket traps "How to Use" info to the Handbook Visual tweaks: Pony tails and side buns/braids given more adaptability to various headwear Updated clutter bucket to match new bucket model Sapling grown from seed now shows a smaller selection box in the seed stage, no longer looks like an invisible sapling Marketeer clothing set mask returned to undermask form, worn on neck Tweak: Sapling localization in English, "will sprout in 1 day" instead of "1 days" Tweak: Localization: Localize most remaining unlocalized texts on the Graphics Settings menu, e.g. Low quality shadows Tweak: Block randomizer can now now place blocks with behaviour "HorizontalAttachable" correctly onto an adjacent wall (toolrack, moldrack, shelf, torchholder, painting,...) Tweak: Any "leaking memory" warning messages now moved from client-main log to client-debug log, these warnings are info for modders and developers, not for regular players! Tweak: Added more credits to the Credits screen and removed some repeating lines; the full game credits are now also listed online Tweak: Linux installation: Clean up install.sh [details: moved default install dir to $HOME/.local/share/vintagestory similar to other applications use for per user installed apps, check for needed tools at the beggining of the script, added mod install and url connect .desktop entries (you can now also 1 click install from moddb), users now can change the default install dir on running install.shm ask if you want to set vm.max_map_count if detected potentially too low (it seems since .NET7 it is not needed anymore but we will still keep it for now), add prompt to remove old installation if there was one at the install location] Tweak: Linux installation: Allow spaces in paths in the server start script (server.sh) Fixed: Animals with the ability to jump quite high (for example Bighorn sheep) no longer able to climb out of fenced enclosures if lanterns are above fences Fixed: Preview Blocks feature in WorldEdit now only visible to the player who is currently using WorldEdit Fixed: Ghost / duplicate items when using shift+click to move items between inventories, in Multiplayer Fixed: Bighorn lambs and Goat kids were not trappable in basket traps Fixed: Dupe glitch when catching tamed animals Fixed: Reverted shift+click on armor and other wearables to dress the character with them, as it interfered with shift+click moving wearables between inventories Fixed: In 1.19, while sleeping in a bed, distorted rendering of Mechanical Power components and some shadows Fixed: Speleothems (and other Underground blockpatches) could generate in unwanted places inside the Resonance Archives Fixed: Occasionally incorrect world gen (resulting in chunk borders) near Resonance Archives Fixed: Resonance Archives entrance was incomplete if local terrain height was close to world height Fixed: WorldEdit "Override default values" checkbox did not work Fixed: Various rare and not-so-rare crashes: Rotted food-stuffs held in hand not showing rot texture, and causing crashes for some players (GH #3499) Honeycomb squeezed into cooking pots or other ground stored clay utensils crashed (GH #3493) Guides in handbook could crash if clicking on links, if links badly formatted in translated text (GH #3496) EntityItem loading occasionally hard-crashed clients if the itemID no longer exists (e.g. in some cases when playing a map created in an earlier game version) Fixed rare crash from RenderDecals if there was a prior exception Fixed rare client crash in Character menu Animals added by mods, missing Diet attribute, would cause crashes in 1.19.1, now just logs a warning If initialising a modded worldgen structure throws an exception, instead of crashing, log it and identify the structure Fixed: Chute would only push items into the first slot of a crate Fixed: Cave-In system behavior very odd: free-floating rock will now always collapse. Fixed: Falling block render jitter, falling blocks not doing damage while falling Fixed: Quicklime item invisible in inventory because drawn in strange position Fixed: Water blocks flowing into farmland (e.g. from water block placed above) were invisible Fixed: Visual z-fighting on windmill sails; and the linen on sails now has some thickness Fixed: Headless seraph shadows seen in Immersive First Person mode Fixed: Animation twitching on right mouse down with firestarter on empty firepit Fixed: Some first person animations never stopping when the current held item broke from 0 durability Fixed: Jonas lamps would not illuminate the area when placed by worldgen Fixed: When rotating a schematic with a chiseled block multiple times, it would cause an error Fixed: Signs did not rotate with schematics Fixed: Rifts not loaded from savegame Fixed: Microblocks in ruins would be replaced by missing texture if attempt to chisel them some more; chiseling them is now fully disabled Fixed: Microblocks in ruins were all named "Granite cobblestone" even if in fact a different rock Fixed: Missing "killed by" localizations for moose, deer, goat, fox Fixed: Minor typos in en.json English translation Fixed: Linux: When running multiple servers with the server.sh and a similar SCREENNAME it would kill both servers on stop/restart Fixed: macOS: Mac M1 and M2 issue, knapping and clayforming gridlines could cause the HUD to disappear Fixed: macOS: Wrong default GUI size on new Mac installations, and other potential minor GUI scaling issues on Retina displays API Fixed: DidPlaceBlock() not called on the last block in the stack View full record
  21. Dear Extraordinary Survivalists v1.19.2/3, a stable release, can now be downloaded through the account manager This update contains a list of carefully selected fixes and tuning that should not create any new issues. The Cave-Ins system should also work notably better / more intuitively with this update. More to come! [Edit:] The game will crash when you try to use a 1.19.0 or 1.19.1 game client to connect to 1.19.2 server, updating to 1.19.2 fixes that, sorry! [Edit2:] Also released 1.19.3 to fix aforementioned issue and some more new minor issues Greenhouse by Mercatto, shared in #screenshots Game updates In 1.19.3 Tweak: Water deer males can now have "fangs", these appear seasonally, but drop no item Tweak: Disable chiseling of cluttered bookshelf (attempts to chisel them would result in ? blocks/texture) Tweak: Add redwood trunk sections (quarter log) as an additional type of logs in all recipes requiring wood logs Fixed: In Multiplayer, players with game version 1.19.2 could still connect to 1.19.0 or 1.19.1 servers, leading to errors: 1.19.3 will refuse that connection Fixed: Game crash when you die with a drawn bow in hands Fixed: Rare crash (introduced in 1.19.2) with opened gates with chiseled blocks directly above them Fixed: Goat horns would grow in reverse, starting large but growing smaller each year as the goat aged Fixed: Water deer antlers were missing, causing log spam if water deer males were nearby Fixed: Crate inventory info would not update when placed Fixed: Unable to place knapping surfaces on top of chiseled blocks Fixed: Goat horns when mounted were wrongly described as "antlers" in the English version of the game Fixed: Placement failure of a knapping surface showed an error code instead of translated text Fixed: Linux install.sh not reading the answer for mesa_glthread Tweak: Smaller deer species, and (for now) Bighorn sheep, should not be able to jump 3-block high walls Tweak: Falx damage applies 2 animation frames later, so damage strike should look better synced with the animated motion Tweak: Shift-click now tries to target the most recently opened inventory first, then if it has no space the next most recent etc. (detail: but if there is a partial stack of the same item in another open inventory, shift-click will still prioritise adding into that partial stack first) Tweak: Drifters can now also spawn on top of loose stones Tweak: Brown bears were being found a bit too far into the North Tweak: Basket trap now shows trapped creature info on block HUD info Tweak: Added basket traps "How to Use" info to the Handbook Visual tweaks: Pony tails and side buns/braids given more adaptability to various headwear Updated clutter bucket to match new bucket model Sapling grown from seed now shows a smaller selection box in the seed stage, no longer looks like an invisible sapling Marketeer clothing set mask returned to undermask form, worn on neck Tweak: Sapling localization in English, "will sprout in 1 day" instead of "1 days" Tweak: Localization: Localize most remaining unlocalized texts on the Graphics Settings menu, e.g. Low quality shadows Tweak: Block randomizer can now now place blocks with behaviour "HorizontalAttachable" correctly onto an adjacent wall (toolrack, moldrack, shelf, torchholder, painting,...) Tweak: Any "leaking memory" warning messages now moved from client-main log to client-debug log, these warnings are info for modders and developers, not for regular players! Tweak: Added more credits to the Credits screen and removed some repeating lines; the full game credits are now also listed online Tweak: Linux installation: Clean up install.sh [details: moved default install dir to $HOME/.local/share/vintagestory similar to other applications use for per user installed apps, check for needed tools at the beggining of the script, added mod install and url connect .desktop entries (you can now also 1 click install from moddb), users now can change the default install dir on running install.shm ask if you want to set vm.max_map_count if detected potentially too low (it seems since .NET7 it is not needed anymore but we will still keep it for now), add prompt to remove old installation if there was one at the install location] Tweak: Linux installation: Allow spaces in paths in the server start script (server.sh) Fixed: Animals with the ability to jump quite high (for example Bighorn sheep) no longer able to climb out of fenced enclosures if lanterns are above fences Fixed: Preview Blocks feature in WorldEdit now only visible to the player who is currently using WorldEdit Fixed: Ghost / duplicate items when using shift+click to move items between inventories, in Multiplayer Fixed: Bighorn lambs and Goat kids were not trappable in basket traps Fixed: Dupe glitch when catching tamed animals Fixed: Reverted shift+click on armor and other wearables to dress the character with them, as it interfered with shift+click moving wearables between inventories Fixed: In 1.19, while sleeping in a bed, distorted rendering of Mechanical Power components and some shadows Fixed: Speleothems (and other Underground blockpatches) could generate in unwanted places inside the Resonance Archives Fixed: Occasionally incorrect world gen (resulting in chunk borders) near Resonance Archives Fixed: Resonance Archives entrance was incomplete if local terrain height was close to world height Fixed: WorldEdit "Override default values" checkbox did not work Fixed: Various rare and not-so-rare crashes: Rotted food-stuffs held in hand not showing rot texture, and causing crashes for some players (GH #3499) Honeycomb squeezed into cooking pots or other ground stored clay utensils crashed (GH #3493) Guides in handbook could crash if clicking on links, if links badly formatted in translated text (GH #3496) EntityItem loading occasionally hard-crashed clients if the itemID no longer exists (e.g. in some cases when playing a map created in an earlier game version) Fixed rare crash from RenderDecals if there was a prior exception Fixed rare client crash in Character menu Animals added by mods, missing Diet attribute, would cause crashes in 1.19.1, now just logs a warning If initialising a modded worldgen structure throws an exception, instead of crashing, log it and identify the structure Fixed: Chute would only push items into the first slot of a crate Fixed: Cave-In system behavior very odd: free-floating rock will now always collapse. Fixed: Falling block render jitter, falling blocks not doing damage while falling Fixed: Quicklime item invisible in inventory because drawn in strange position Fixed: Water blocks flowing into farmland (e.g. from water block placed above) were invisible Fixed: Visual z-fighting on windmill sails; and the linen on sails now has some thickness Fixed: Headless seraph shadows seen in Immersive First Person mode Fixed: Animation twitching on right mouse down with firestarter on empty firepit Fixed: Some first person animations never stopping when the current held item broke from 0 durability Fixed: Jonas lamps would not illuminate the area when placed by worldgen Fixed: When rotating a schematic with a chiseled block multiple times, it would cause an error Fixed: Signs did not rotate with schematics Fixed: Rifts not loaded from savegame Fixed: Microblocks in ruins would be replaced by missing texture if attempt to chisel them some more; chiseling them is now fully disabled Fixed: Microblocks in ruins were all named "Granite cobblestone" even if in fact a different rock Fixed: Missing "killed by" localizations for moose, deer, goat, fox Fixed: Minor typos in en.json English translation Fixed: Linux: When running multiple servers with the server.sh and a similar SCREENNAME it would kill both servers on stop/restart Fixed: macOS: Mac M1 and M2 issue, knapping and clayforming gridlines could cause the HUD to disappear Fixed: macOS: Wrong default GUI size on new Mac installations, and other potential minor GUI scaling issues on Retina displays API Fixed: DidPlaceBlock() not called on the last block in the stack
  22. Dear Extraordinary Survivalists v1.19.1, a stable release, can now be downloaded through the account manager Some kind of house/barn by nebux, shared in #screenshots Game updates Tweak: Tall ferns in planters now respect climate and seasonal tints Tweak: Increased board cost of crate recipe to be closer to old recipes/grid/crate.json Fixed: Widespread issue in 1.19.0, olive trees in the world would immediately crash the game client with a 'not present in Dictionary' error Fixed: Other players invisible when in Immersive First Person mode Fixed: colorAccurateWorldmap privilege could not be granted by command, now it can (use command /player <yourname> privilege grant colorAccurateWorldmap and note it is case-sensitive!) Fixed: Player privileges revoked by command could not be re-granted Fixed: Weird configuration issue finally fixed, no more maxAnimatedElements 36 crashes on the first game run after updating from 1.18 to 1.19 Fixed: Directional Audio (HRTF) sounded wrong on certain systems under both settings (enabled and disabled) Fixed: Directional Audio setting changes were not being respected in-game after a player returned to the main menu and re-launched a game Fixed: A meta block was sometimes found in the trader caravans Fixed: Eidolon having low health Fixed: Tule tufts were climate colored Fixed: Suppress the version string parsing warning in logs when a mod's modinfo.json uses a wildcard * in the Version string of a dependency Fixed: Wooden crate sometimes not craftable in favour of wooden path (detail: shapeless recipes with a tool have typically 2304 possible perpuations of how the items can be laid out in the grid; one possible permutation of the wooden path shapeless recipe (8 boards in a circle, saw in center, making 4x wooden path) could sometimes override the crate recipe which had the same pattern; and there may be other examples of a shapeless recipe with a surprising permutation which overrides a shaped recipe; so now when crafting in the grid, the shapeless recipes are not checked until after all shaped recipes have been checked) Fixed: Occasional crash when using Cleaver Fixed: Butterflies in display cases were slightly askew Fixed: Treasure chests had old crates Fixed: Harts Tongue fern lost its seasonal coloring Fixed: Fox pups now play a death animation Fixed: Broken transparency in clutter hourglass Fixed: Missing translation for lung capacity in world config screen View full record
  23. Dear Extraordinary Survivalists v1.19.1, a stable release, can now be downloaded through the account manager Some kind of house/barn by nebux, shared in #screenshots Game updates Tweak: Tall ferns in planters now respect climate and seasonal tints Tweak: Increased board cost of crate recipe to be closer to old recipes/grid/crate.json Fixed: Widespread issue in 1.19.0, olive trees in the world would immediately crash the game client with a 'not present in Dictionary' error Fixed: Other players invisible when in Immersive First Person mode Fixed: colorAccurateWorldmap privilege could not be granted by command, now it can (use command /player <yourname> privilege grant colorAccurateWorldmap and note it is case-sensitive!) Fixed: Player privileges revoked by command could not be re-granted Fixed: Weird configuration issue finally fixed, no more maxAnimatedElements 36 crashes on the first game run after updating from 1.18 to 1.19 Fixed: Directional Audio (HRTF) sounded wrong on certain systems under both settings (enabled and disabled) Fixed: Directional Audio setting changes were not being respected in-game after a player returned to the main menu and re-launched a game Fixed: A meta block was sometimes found in the trader caravans Fixed: Eidolon having low health Fixed: Tule tufts were climate colored Fixed: Suppress the version string parsing warning in logs when a mod's modinfo.json uses a wildcard * in the Version string of a dependency Fixed: Wooden crate sometimes not craftable in favour of wooden path (detail: shapeless recipes with a tool have typically 2304 possible perpuations of how the items can be laid out in the grid; one possible permutation of the wooden path shapeless recipe (8 boards in a circle, saw in center, making 4x wooden path) could sometimes override the crate recipe which had the same pattern; and there may be other examples of a shapeless recipe with a surprising permutation which overrides a shaped recipe; so now when crafting in the grid, the shapeless recipes are not checked until after all shaped recipes have been checked) Fixed: Occasional crash when using Cleaver Fixed: Butterflies in display cases were slightly askew Fixed: Treasure chests had old crates Fixed: Harts Tongue fern lost its seasonal coloring Fixed: Fox pups now play a death animation Fixed: Broken transparency in clutter hourglass Fixed: Missing translation for lung capacity in world config screen
  24. Dear Extraordinary Survivalists v1.19.0, a stable release, can now be downloaded through the account manager And just like that, we conclude the 9 months long development of 1.19, with over 500 individual features, tweaks and fixes! As always, we are immensely grateful to everyone that play-tested our unstable and preview builds and provided feedback to us. We hope you will enjoy this update! "Windows protected your PC" When installing 1.19.0 on Windows, Windows Defender Smartscreen might raise a warning when you run the installer and you will have to click "More info" and then "Run anyway" to proceed. There is nothing we can do on our end to address this, unfortunately. It seems the 1.19 install files need to build enough reputation for Microsoft to be recognized as safe. Apple Mac version Similar to the issues on Windows, on first run of vintagestory.app on macOS you need to Open it and confirm to proceed - see macOS Installation Guide on the Wiki. Talking of which, we have made significant strides into improving support for macOS - please do try! Is 1.19 done now? At this point, we believe it is complete enough for everyone to play on. Some of the new features will require further fine tuning. We estimate that all the new First-person mode animations will still take about 100 additional man-hours of tuning to fully mature. The cave-in system, Command Handbook and Accessibility tab could also use some visual upgrades and tweaks. What's next? For 1.20 we would like to build the second main Story Event, following the Resonance Archives. We plan this to be a series of primarily surface-level experiences, involving lots of travel and exploration, along with new travel mechanics. Entering speculation territory: Beyond that we have some vague plans on a potential VS Model Creator rewrite, continuing our work with the mini-dimensions system, along with all the benefits that such new system can provide and other features that didn't make the cut for 1.18 and 1.19. Time will tell on how far we will get on these fronts. As always, there are bound to be some juicy new things added along the way... Game update trailer Screenshots / Gifs Snowballs! Frosty-fight friends and foes alike snowballs.mp4 Added indoor rain ambience system Overhauled First-person mode: Now with hands! Cave-in system: Build support beams to prevent getting buried alive (only on by default in the Wilderness Survival mode) Added 11 species of deer and more! Added 11 types of goats Animal catching: Domesticated animals can be picked up with a basket. Wild animals can be trapped, if small enough. Added antlers and horns, which can be harvested and mounted on walls Fully reworked surface ruins Fully reworked underground ruins Reworked crystal vugs: Now with colorful coverage all around New Accessibility settings Added Command Handbook (in Creative mode) Added Scroll racks, also lets you store Tuning cylinders World map tweaks: No longer super revealing by default, but instead it displays your prospecting results Character selector tweaks: More canon hair colors, better randomizer and the ability to use your last selection from another world or server More chisel power: Now supports decors and topsoil Overhauled/new 3D models for troughs, buckets and seeds Added Tule and Sedge plants Added live preview during schematic import Added warning icon to outdated mods Game updates Feature: Overhauled First-person mode: Now a hybrid between the old standard fp mode and the Immersive fp mode. We render the player's hands and arms, their positions and animations depend on current actions and items held. (A slider is provided in Settings, Interface tab to allow players to adjust the hands position to their preference.) Feature: Added 11 species of deer and moose and elk, each has several antler variants. (Originally based on the assets from the Capreolinae mod, with permission. Thanks Tentharchitect!) Wolves will attack some of the smaller deer species, and all fawns Deer Antlers! These grow on male adults over winter and are shed in spring. Can be picked up by players and placed on 3 variants of wood-typed antler mount Feature: Added 11 types of goats, some are only found at altitude or in warmer climates Feature: Cave-in system in the Wilderness Survival playstyle (and optional in other playstyles). Solid rock and cracked rock now collapses if not supported while being broken/placed. Enabled via world config. Use wooden beams to stabilize mines and tunnels Falling rock from cave-ins can be very painful! Feature: Snowballs! Scoop up snowballs from deep snow and throw them at your friends. There are also some options for those that aren't really feeling the holiday spirit this year.... Can also turn snowballs into water. Feature: Rough implementation of small wild animal trapping using baskets and food as bait. Basket traps are not always successful. Some heavy creatures (e.g. boar) can destroy basket traps. Feature: Ability to catch small tamed animals (generation 5+) with an empty reed chest. Requires one free backpack slot Feature: Added Accessibility tab. Moved View Bobbing and Toggle Sprint settings there. Added 3 new accessibility settings: Camera shake strength, Wireframe thickness and Glitch strength waviness (for times of temporal instability). Tweak: Added experimental minbrightness client config, potential use for YouTubers/streamers to prevent pitch-black areas. Feature: Added Command Handbook. Available in Creative mode through the game pause menu, or type command .chb to open Feature: Visual fine tuning Increased god ray intensity and fine-tuned its shader Fixed god ray ray directions. Before, the rays would not exactly start from the center of the sun Improved frost overlay visuals on creatures/traders - frost now only applies during precipitation or shortly thereafter, improved visual quality and some body parts are no longer completely frosted over, such as the trader's head More haptic menu buttons - the main menu should feel slightly more responsive in actual use Re-worked large trough, small trough and bucket models Crop seeds and grain items now have 3D models Improved SSAO quality - no longer has odd artifacts (thanks to @nug on Discord) Faster storm dust particles Improved seraph idle animation Fixed: Ambient occlusion from stairs, slabs and other non-full cubes was broken in almost all directions Fixed: LOD popping at very short view distances (32 and 64 Feature: Added scroll racks. Storage space for scrolls, papers and tuning cylinders Feature: Prospecting pick heatmap: added tabs to the world map Feature: New more medieval looking world map visuals, using the color palette from the Medieval Map mod (by permission from Rangelost, with many thanks). Classic world map visuals can be restored using the commands "/worldconfigcreate bool colorAccurateWorldmap true" server-wide or "/player [playername] privilege grant colorAccurateWorldmap" for each player Feature: Chiseling system upgrades Decor overlay support as well as support for grass covered topsoil block. Can use knife to remove decor layers again. Can now properly add more material to a chiseled block, useful when wanting to create a full block from 2 slabs When using slabs as input material the game did not correctly count already used material Chiseled blocks no longer have their name fixed to the block name first used during creation. If no custom name is set by the player, the chiseled block will now take on the name of the majority material World generation now fully supports chiseled blocks when part of a surface or underground ruin, i.e. chiseled block materials can adapt to local rock types and can get submerged into soil Microblocks, such as the chiselled blocks in ruins, can now be excavated from soil. Cobble microblocks drop stones when broken Feature: Raccoon and Fox pups now spawn in the world Feature: Can now ignite extinct torches on lit torches, firepits, forges, pit kilns, etc. Feature: Improved character selector Players can now select their previously selected skin preferences, in the Create Character dialog via new 'Last selection' button Greatly reduced strange hair combinations when using the Randomize button Updated hair colors. Replaced all purple and pink shades (sorry to those that loved them, but they are not in keeping with the general visual direction in the game; they can be added back using a mod) Added 3 new beards The selector no longer plays the seraph voice when the Create Character dialog first appears (too laggy in the first few frames to do so, can heavily skew sounds) Feature: More streamlined introduction into the game's mechanics (WIP). Instead of a dialog about the Handbook overlaid when the game first starts, now when launching a new game, the player can select their character and 15 seconds after selection a small HUD element will appear on the left side offering help - this will open an Introduction dialog with links to the Handbook and the tutorial Feature: Gameplay balancing tweaks and fixes Tweak: Boars and Sows are now intensely protective towards their offspring. They become highly aggressive if there are piglets nearby. This behavior disappears after generation 3 Tweak: Bear spawning generally reduced about 20-25%. Brown bear lower spawn range moved further north, to reduce black and brown bears spawning in same places Tweak: Terra Preta is no longer generated during worldgen. High fertility soil will be generated instead. Terra Preta is now made in the crafting grid, as high fertility soil was previously. However crafting Terra Preta requires charcoal and bone meal, in addition to compost. High fertility soil can be included in the recipe, to increase the yield of Terra Preta Tweak: Double-headed drifters and Bells now have a chance to drop Jonas parts/sub-assemblies as loot. Tweak: Double-headed drifters have a little more health now. Tweak: Made arid areas more arid (by further filling up lakes with blocks) Tweak: Being wet de-buffs your warmth 50% more than before, but players now get wet from snowfall 4 times slower than from rain Tweak: Nerfed fur clothing set warmth values, it was circumventing the need for clothing repair Tweak: Bitter bolete now only deals 1 damage. In real life it's not poisonous but it tastes awful... Tweak: Polar bears now cannot climb, but can swim faster than other bears Tweak: Wooden paths can now be made with any type of board Tweak: Plank path recipe now outputs 1 path per 2 boards (25% of previous output) Tweak: Archimedes Screw now only accepts plates of tool metals in its recipe Tweak: Chisel durability cost for recycling a steel anvil increased to match steel chisel durability. Anvil recycling recipes made shapeless Tweak: Tin bronze falx damage slightly increased Tweak: Tin bronze spear durability reduced, bismuth bronze spear durability increased (in line with typical precedent of other tools and weapons) Tweak: Pickled olives can now be used in pies and the cooking pot. Peanuts can be used in pies. Added barrel textures for both. Soybeans now have a 3d item model Tweak: Pumpkins can no longer be eaten whole, but must be cut into pieces to eat (like pineapple) Tweak: Commodity trader no longer sells square/offset/diamond pattern linen, only normal. Fancy linen patterns are now a Tailor-exclusive grid recipe using a normal linen sheet, plus sewing kit. Fancy linen can be turned back into normal pattern by any class via shears, in grid Tweak: Traders now sell linen by the single sheet Tweak: Adjusted prices for a couple of trader goods. Linen now much more expensive, also raised Gambeson armor cost to match. Most tools slightly more expensive Antique armor cost now matches the protective value of the armor slot. Head armor cheapest, leg armor medium cost, chest armor most expensive Fixed: Players not receiving fall damage when touching a wall during the fall Fixed: No fall damage when doing a gliding land while aiming less than 45° downwards, i.e. looking horizontal or upwards would previously negate all fall damage Fixed: Ingot piles were combustible Fixed: Tree seeds were not combustible Fixed: Fuel duration of Night vision goggles was not properly calculated (was only client side) Fixed: Damaged flax crop still giving a full yield of flax fibres Fixed: An upside half slab over a 1-deep hole is now no longer recognized as a cellar Fixed: Sleeping did not accelerate healing. Health and Hunger are now calculated based on in-game time instead of real world time. (Can adjust the heal regeneration speed and the hunger speed using commands /worldconfig playerHealthRegenSpeed 1 and /worldconfig playerHungerSpeed 1) Tweak: A config for player health regeneration speed is also available on world creation Feature: All Treasure chests now have more valuable loot in them Feature: Added one more room to the Resonance Archives. Various tweaks and fixes Feature: Added new Music track "Arctic Winds" for the polar regions Feature: Added new rain ambient sounds to rain-exposed glass (glass windows or glass ceilings) Feature: New Directional Audio setting in Audio Settings, to enable HRTF audio (positional 3D audio for headphones). Most game sounds are now adapted for this, enabling it can make sound positioning immersive and realistic if headphones are worn. Switching it off (the default) may address some players' sound issues (detail: if the Operating System had detected headphones before the game started, the sound system in some cases may have already switched on HRTF without user control, which could previously make some music and environmental sounds strange, now fixed) Feature: New blocks: cracked ashlar blocks (ashlar was previously stone bricks) deadfungi and spotty mold decor layer blocks some book clutter blocks clothing drying rack clutter added 4 variants of aged firepit clutter added another variant of aged tall display case, another variant of a ruined bed added various human and animal skeleton clutter blocks: like other clutter blocks these are rotatable new rock-typed rubble blocks for the new ruins (Creative mode only at the moment) all types of aged polished rock new crystal layer decor block for all crystal types, used in the new Vugs Feature: Added new Tule plant beside lakes (usually spawning in different places from Cattails, more common around high altitude lakes). These drop thatch. Thatch roofing can be made from thatch or dry grass in this version; in the future thatch roofing may be craftable from thatch only. Feature: Added new Brown Sedge plant in wet/marshy areas in warmer climates. They drop dry grass Feature: World generation updates Fully reworked underground ruins Added more comprehensive surface villages Removed legacy blocks from trader outposts Fixed topsoil generating underwater inside structures Should fix ruins generating too deep by default. Modders: Please note, a worldgen structure offsetY now defaults to -1 (used to be 0) Resonance Archives entrance improvements. The prominent sections of the shaft are now not repeated; internal water blocks removed if it happens to spawn in lake/ocean Trader carts no longer spawn in the Arctic (nor in the Antarctic!) Updated underground lakes to match the new ruins style Feature: Added a stack randomizer for all Jonas items Feature: Outdated mods will now be visually marked as outdated in the mod manager, with a warning sign Feature: World Edit upgrades Schematic import (and copying from clipboard) now previews a live version instead of half-transparent blue cubes Major World Edit command rework based on Elvas' suggestions. Air brush placement quantity is now a % value instead of fixed value. New option for Paint brush: Placement % Move, Selection and Repeat tool can now also be operated by "Look direction" instead of N/E/S/W/U/D only New constraint system. "/we constrain selection" constrains all World Edit operations to the current selection only. "/we constrain none" to return to default behavior New flip system: "/we flip (n|e|s|w|u|d|l|x|y|z)" flips selected area in-place in given direction (cardinal, look direction or axis) Fixed chisel brush icon black instead of white Fixed major derps happening on block entities when using undo/redo after certain operations Fixed schematic rotation: don't abort with exception if a block returns an invalid rotation, instead log an error and use unrotated variant Added a couple of aliases to /we marked commands (e.g. /we minfo) Feature: Added capability for server owners to compact savegames /db vacuum: Recreate savegame to minimize disk space (Note: there is a known issue if this is run from inside a Docker container, it will attempt to use the TMPFS in RAM and will therefore likely run out of disk space unless the TMPFS is sufficiently large) /db prune [threshold] confirm: Deletes chunk columns where there are less than [threshold] player edits (player block placements/breakings) in game versions later than 1.18 - note that this also allows the game engine to refresh (re-generate) the world with latest version worldgen in all these areas (but the number of player edits is only counted since game version 1.18.0 or later was installed, so this feature would need to be used with care in savegames pre-dating 1.18.0, it may be that only recently active chunks, since the world was updated to 1.18.x, would be protected from deletion) A full compact process looks like this: /wgen autogen 0 (disable generation of chunks) /db prune 5 confirm (delete all chunks with less than 5 edits) /db vacuum (compact database) Tweak: New main menu background images, most of which showcase new 1.19 content Tweak: Can now shift+left click armor and wearables onto the player when the Character inventory is open Tweak: Cosmetics / Easter Eggs Show appreciation where it's due: new petseraph animation Entities standing on a rotating Quern now rotate as well Tweak: Added tarnished steel beams Tweak: Quartz vugs are more like geodes now! Tweak: Added visual hints that the Library resonator (in the Resonance Archives) is interactable Tweak: Game text fine tuning Add item description for knife blade items, to help new players who might think that knife blades are actually knives Removed the '(Experimental)' suffix to large world sizes. The game engine is now stable enough for large sizes. More immersive "claimed by" error messaging, especially when in the Resonance Archives (simply reworded) Renamed 3 blocks: Crimson King maple => Crimson maple, Green Spire cypress => Mediterranean cypress, Stone bricks => Ashlar blocks Oiled hides mention a bit more on how curing them works When the main menu offers to download a new update, the Confirm Update screen now has a link to the devlog entry In the Main Menu, singleplayer world info hover box now only shows the differences from the default configuration Updated some of the hover text for Settings menu (Resolution, Chunk upload rate limiter, Mouse modifiers locked to Sneak/Sprint) Better hover info text on "landform scale" world config, changed selectable values to 20% increments instead of 10% Add missing hotkey reminders for other interface settings Dead animals now show in their block info if they got electrocuted Omok table top now no longer displays food perish rate in block info Fixed: Liquid containers showing only first decimal place and thus rounding the value Fixed: A 'claimed' error message appearing when igniting the coal pile in the Resonance Archives generator room Tweak: Audio fine tuning Over 200 sound files have been fine tuned for quality by reducing noise, eliminating popping sounds and more Improved soundscape for glider gliding and Creative-mode flying New eating sound for large animals The Resonator Music is now affected by the music slider, instead of the ambient slider Handbook tweaks Handbook search now ignores diacritics in the search text (and the same change for searching the Creative inventory) Now also displays if an item can be obtained by harvesting a creature Handbook entry for alum gives some details of where to find it Jonas generator room equipment, and Gasifier, removed from the Handbook Lamellar armor has the word 'armor' added to the name, so that it shows up in a search for "armor" Added "Mechanical power part" description to mechanical power blocks to make them more easily findable in the Creative inventory and the Handbook Implement Greenhouses mechanic explanation in the Handbook, and fix its lang strings Fixed: Handbook text for mudbricks was missing the info that it is normal for them not always to drop anything when breaking the block Fixed: Certain handbook links (e.g. for planks) not clickable, this was caused by a mismatched order of attributes set in the recipe and the handbook entry for the block/item, now we sort attributes when building the handbook references Tweak: Improved command help Add client-side .help command Improved formatting of the help output in chat Additional command tweaks: Added commands .debug plrattr [path] and /entity cmd [selector] attr [path] to read player/entity attributes. Might help us narrow down the cause of "Dave" running during broad daylight and blood rain seen outside times of temporal instability In the /entity command, added a new "id" entity selector, e.g. /entity remove e[id=1234] New /entity cmd <entity> birth command to test entities' multiply behavior (could also feasibly be used by a command block) Added command /entity cmd [selector] rmbh [code] to remove a behavior at runtime Add optional kill radius parameter to command /entity wipeall Multiplayer tweaks: Multiplayer server screens: don't show the server password in clear text Reduced default SpawnCapPlayerScaling from 0.75 to 0.5, as multiplayer servers with a large player count got completely flooded with drifters When privilege allowcharselonce was not granted, show the player an error message instead of opening the dialog to reduce confusion Added ability to individually enable world maps (in games where the map is normally disabled) using /player playername grant allowMap Tweak: Removed unused workbench block from game Additional visual tweaks and fixes Tweak: Loose gears when placed now no longer move around visually or shift texture with each added gear past 2 Tweak: Don't show < > buttons on books with only 1 page Tweak: Improved sieve item textures Tweak: Added more depth to Dry stone wall textures; visual tweaks Tweak: Added copper rim to normal and tall display cases. Reduced opacity of aged tall display cases by 50% Tweak: Replaced Resonance Archives clutter bed with updated model. Added colorful linen textures for mattress sides and pillow. Added shading texture overlay for mattress sides and pillow. Some changes to fancy bed with drapes Tweak: Malefactor pendant now worn on neck, rather than emblem location Tweak: Crowns, hoods, and other head-worn clothing are now 3D models. All crowns should be display-case-able Fixed: Redwood beams: wood grain was in the wrong direction Fixed: bed-fency-open clutter block missing textures. Fixed: Aged fancy bed having incongruent bright green bed cover. The bed cover is now faded, aged green Fixed: Water against solid/near-solid Microblocks is now rendered correctly Fixed: Incorrect block breaking overlay on Bamboo Lots of WorldEdit fine tuning Tweak: Flood tool: rename "ignore rocks" to "ignore loose surface items" and include (loosesticks, loosestones, looseboulders, looseflints, looseores, loosegears) to be ignored Tweak: Add /we exp as alias for /we export Tweak: The UI tools no longer focus the first textbox in the tool options dialog when a new tool is selected (therefore, the user can still move normally using movement keys etc.) Tweak: Import tool immediately has "From Clipboard" mode active, when the tool is selected, if there were already blocks in the clipboard: helps workflow Tweak: Schematic placement preview can now be partially transparent, set this using command .clientconfig previewTransparency v where v is the desired transparency level between 0.0 (solid) and 1.0 (clear) Tweak: Add command to disable right settings panel in the worldedit dialog: use command .we rsp on/off Tweak: Delete, fill, and delete-nearby now also removes all entities within the affected area Tweak: Disabled several /we subcommands using the old naming scheme (mfill, mcopy, ...), use /worldconfigcreate bool legacywecommands true/false to toggle them Tweak: Added ability to disable first person hands in the WorldEdit Controls Dialog Tweak: Save the FreeMoveAxisLock setting when exiting the game Fixed: Importing of schematics exported from older game versions is now possible, we now remap the blocks and items on import Fixed: Chiselblock and Microblock in schematics now also remap their materials on schematic import Fixed: update temperature and transition state (perishable) for items inside containers and racks when importing schematics [Detail: since a schematic could be imported from an other game where a completely different amount of in-game time had passed] Fixed: Schematics now also import/export the fluid layer Fixed: Pipes, and other clutter blocks, which are rotated in schematics, now have their correct rotations even when the schematic is rotated when imported/placed Fixed: Worldedit undo/redo now properly set blocks with water (when using undo it would leave behind flowing water) Fixed: Decors now get properly placed/removed with undo/redo Fixed: Multiple issues related to rotations of decors and fluid layer Fixed: Issues with Mirror, Repeat and Move tool with water and decors Fixed: Undo now removes any entities just spawned (note: entities spawn when doing import/place of schematic or copy of selection, but not on redo) Fixed: For schematics with entities, if one entity was not available then no entities were spawned; now it logs an error and spawns the remaining (available) entities Fixed: Free floating single rock no longer popping off if AllowFallingBlocks is set to false Fixed: Exception on /we shift shorthands (sms, smn,...) Fixed: /we shift n 2 would always use 1 as the amount Fixed: Tapestries disappearing or changing or becoming rotten whenever a schematic is imported or copied... Fixed: MagicWand selection would cause to insert two historystates upon selection Fixed: WorldEdit selection would not properly update on various tools and undo/redo Fixed: WorldEdit move tool would move by a multiple of the amount set in the tool Fixed: WorldEdit operations (Move,Mirror,Repeat,Undo,Redo) now also include entities Water physics fine tuning Tweak: Water can "heal" slightly more easily if solid blocks placed in water and then removed (details: 2 direct neighbour source blocks + 3 diagonal neighbour source blocks is now enough to heal a position) Fixed: Water continuing to have surface flow after fully healed Fixed: A few edge-cases where water block flow was not updating on the diagonal neighbors Fixed: Block updates near the worldgen-created boundary between fresh water and salt water do not cause catastrophic collapse of water levels Tweak: Sound FX (sfx) fine tuning Feature: Walking through bushes (normal leaves, narrow leaves, berry bushes, fruit tree leaves) will now have a sfx for passing through Feature: New sounds for stepping on sticks (also fixed boulder's missing sfx) Tweak: Cooking pots can no longer be heard from an extreme distance away (could be heard more than 32 blocks away, previously) Tweak: Loose sticks now have a small collision box so that they trigger step sounds correctly Tweak: Leaf rustle and other Inside Block sounds now tied to position and movement with more precision Tweak: Many blocks that were missing sfx now have sfx assigned that fits with other blocks of the same type. Additionally normalized sludge walk sfx Tweak: Glass blocks now have a unique walk sfx Tweak: When sneaking, armor noises will now match with the lower volume of walk and inside sfx. (Sneaking previously only affected walking and inside walking sfx) Tweak: Walk sounds now respect the current block underfoot when walking along the edge of blocks Tweak: Additional wolf howl sfx, plus further cleanup of original wolf howl sfx (same for the pup). Fixed: Hot springs sludge sound not playing Fixed: Water step sound not playing when the liquid block contained other blocks Fixed: Glass slabs that used BlockSlabSnowRemove playing the rain ambient noise all the time Various fixes to the newly added indoor rain ambient sounds Tweak: Perfomance: Worldgen should run on average 33% faster in all games (YMMV, depends on terrain and servermagicnumbers config, less impact on high-end systems). Additional further up to ~20% when enabling multi-threaded worldgen in servermagicnumbers.json by specifying "MaxWorldgenThreads": 4 (or other numbers in the range 1-6 are possible) Tweak: Add a proper maximized Borderless windowed option and fix related weird window behaviour Tweak: Added a warning to serverconfig.json in non-dedicated server installations that edits in this file also affect single player worlds, which is a common source of confusion Tweak: New command .timelapse <interval-in-days> <duration-in-months> for taking a set of timelapse photographs of the same spot over several hours, days or seasons: find the images in folder Pictures/Vintagestory/timelapse (note: as currently implemented the world does not actually change while the photographs are being taken, for example crops will not grow, snow will not fall, this is intended only for seeing the visual changes of the changing time of day or changing seasons) Tweak: In Extended Debug mode (.edi), add the Axis directions to the coordinates HUD Tweak: Added "Color Accurate Worldmap" world config to enable the previous, full color map style Tweak: Slightly increase the chance for hail Tweak: Termite mounds now have some variance in termite drops, and the larger mounds drop more. Tweak: The plaques in the Resonance Archives are now translatable into other languages Tweak: Added "/dev settranslateable true" command to mark a looked-at sign block as translateable Tweak: Terminus translocators can now be placed directionally and no longer always face west Tweak: Plaster should be easier to orientate consistent with planks and logs Tweak: Jugs can now be used to make dough Tweak: Pineapple and pumpkin grid recipes now shapeless, clay oven model chimney shortened 1/2 voxel to cleanly meet chiseled blocks above. New thatch model. Tweak: Added more game credits Tweak: The standard sapling growth rate in the customize world screen is now "Normal (1x)" instead of "Somewhat slower (2x)" but also doubled the growth days of saplings. For players of 1.18 worlds: Use command "/worldconfig saplingGrowthRate 1" if you want default sapling growth times, they will be twice the default otherwise Tweak: Modified hitboxes of several animals Tweak: Various roof block model changes to fix gaps between roof blocks and snow inconsistency. Most noticeable on the slate and copper roofs. Additionally thatch and aged thatch roofs have some of the loose hay now gently sway in the wind Tweak: ItemWrench order rotations by name and remove duplicates from list Tweak: Torch holder light color now the same as a regular torch Tweak: The "Protect eyes" seraph pose is now further restricted to dry areas in addition to strong winds (i.e. now only during sandstorms) Tweak: Localise chat messages about schematics received, and fixmappings Tweak: Can no longer remove bot gear in Survival mode, now requires Creative mode Tweaks to error handing: More informative "Out of Memory" errors, the error message now correctly states that it might also be due to a shortage of system memory instead of only video ram memory Game client no longer displays Host/Ip when failing to connect to a game server Crash reporter: Only show event logs matching the game version in the crash reporter and filter them to Application Error Log login failure messages to client-debug.txt (rarely, a player cannot connect to the auth servers at all), improve the feedback messages in-game Tweak: Allow corrupted savegames to repair broken MapRegions in repair mode Tweak: Added experimental feature to slightly speed up world startup, available only in the Developer settings tab Tweak: Added "Macro Editor" button to the Controls settings tab Tweak: Added --withConfig server startup arg. Allows one to override any serverconfig.json values at runtime Tweak: Removed Mono dependency in Linux install.sh, introduced logic to determine default data path, mirroring game behavior Fixed: Don't crash on invalid block entities Fixed: Avoid a crash on an incorrectly created crucible itemstack Fixed: Wild vines not rotating correctly with worldedit Fixed: Modified Linux install.sh script to prevent lowering vm.max_map_count if it is already set to a value higher than 262144. Fixed: Shingles and other objects in piles sometimes invisible after being placed and could be briefly drawn at the wrong rotation, on first creating the pile Fixed: Two minor visual bugs with Seaweed (but pre 1.19 worldgen can still be bugged) Fixed: Butterflies now manage to fly away eventually after getting stuck in water Fixed: Reduce cases of endlessly jumpy dropped items Fixed: Should now properly sync edge sitting animations on players Fixed: Player body pitched awkwardly after landing with a glider Fixed: Unable to complete the Resonance Archives while in immersive first person mode Fixed: When a candle is placed on top of a fence it will only spawn one candle in the center Fixed: Gates sometimes missing collision and selection box [detail: when a gate was placed and a second one was added to the left the right one was missing the multiblock parts and had no collision except for the bottom right block] Fixed: Glider also functioning if inside a backpack (thanks korobya) Fixed: Pixelated background on the Download Mods screen Fixed: Some trader carts did not fully generate Fixed: Should fix watered farmland not updating for other players Fixed: Multiple issues with block breaking overlay in tallgrass, leaves and vines Fixed: GUI alignment issues when references to hotkeys are mixed in with other text Fixed: Folders with spaces could not be opened (e.g. via "Open Mods Folder" button) Fixed: The Controls settings tab and the Macro Manager now show the key for the currently set keyboard layout, instead of always assuming a US keyboard Fixed: /moddb search also returned non mods, and if no version is specified now installs the latest version instead of the oldest Fixed: .charsel command leaving changed class on the client side if the player did not have permission to change it in the first place Fixed: Some lore discoveries activating the gong and discovery center screen text, although they were already discovered Fixed: Incorrect position matching in the /entity command selector (e.g. in /entity remove e[minX=3, minY=0, minZ=3, maxX=4, maxY=2, maxZ=4]) Fixed: Running server with --standby argument crashes if serverconfig.json does not exist Fixed: --port arg not applying to master server advertising Fixed: On some systems (MacOS) the sky would load color inverted (red) [Technical detail: this now ensures we load all images as Bgra8888 since that's what we send our texture pixels as to the GPU] Fixed: Linux Wayland freezing on start up issue Fixed: Bug where attempting to walk over low blocks (slabs, etc) at oblique angles, the player would be forced to travel along the side of the block instead of stepping up onto it Fixed: .map command would not show up in the Commands Handbook Fixed: /wgen regen command erroring on missing structures within the target map region Fixed: Planks block stack combining issues Fixed: Fruitmash would not count as food in large trough for animals Fixed: Unable to squeeze honey into placed bowls Fixed: Clothing trader had reversed linen prices, buying it for more than they were selling it. Fixed: Coal pile crash in certain cases Fixed: Prevent a crash when trying to break certain invalid blocks in Survival mode Fixed: Able to travel very fast with gliders and roads of ladders Fixed: Various cases where chiseled blocks were not detected as room-enclosing Fixed: Removed duplicated remappings which printed errors in the player's chat window when opening old worlds Fixed: Missing lang keys relating to Handbook, Tutorial, world configurations, and some of the 1.19 game elements Fixed: Some trees getting unintentionally growth stunted or 'flat-top' appearance Fixed: Books went vertical when placed on the ground Fixed: Clay Oven fuel positioning; and fixed that fuel was removable even after burning Fixed: Should fix a reported client side crash with the Mycelium block entity Fixed: Another Memory leak when leaving and reopening single player worlds Fixed: Further reduce memory footprint after SP leave by cleaning up the EntityBehaviorPassivePhysics which caches Blocks Fixed: Slanted and inner corner roofing will correctly seal a room when used on the inside of a room Fixed: Glitchy inside player rendering when drunk in new first person mode and old ifp mode Fixed: Game no longer automatically requesting to download unmet dependencies on startup Fixed: Multiple engine-related exceptions when trying to load an outdated mod Fixed: 3rd person mode against walls no longer renders the inside of seraph brains Fixed: New worlds with no customisation at all had some non-default terrain config values (Detail: copying a world seed resulted in a different world the second time the seed was used, because the second time around necessarily had some customisation) Fixed: Avoid potential server side endless loop during a broken/invalid item use action Fixed: Firepit used in schematics with contents in the cooking slot would cause issues (NRE) on worldgen Fixed: Fruit trees part of schematics on worldgen would log a lot of errors [Details: "Coding error. Fruit tree without fruit tree type" caused by unsetting the to null, since OnBlockPlaced provides a null itemstack by default] Fixed: Chute rotations for schematics/worldedit Fixed: Wrong command info in /land claim new (subcommand gu/gn/... no longer exists) Fixed: Two potential sources of large memory leaks when leaving and re-opening single player worlds Fixed: Chutes/Hoppers not able to push items on one side of the trunk Fixed: Should fix items dropping out of chutes if a neighbouring chunk was not loaded Fixed: Commands prefix shown on help subcommands Fixed: Players were omitting knockback when hit, since 1.18.2 Fixed: Handbook entries for Flax twine and Linen incorrectly stated right-click to repair; add similar Handbook text for Sewing kit Fixed: Screenshot hyperlinks in the in-game chat were not clickable if the user's screenshots path contained a space Fixed: Chiseled blocks in schematics would not rotate the texture Fixed: BlockRandomizer resolving of meta-blocklayer to local block it would always spawn an air block Fixed: /wgen pos structures not working for underground ruins Fixed: /wgen structures spawn not spawning in BlockEntities, causing unknown blocks Fixed: /time stop and /time resume commands now working Fixed: Helve hammer mold-rackable despite not fitting visually now no longer rackable. z-fighting on back of Falx mold. Fixed: Worldgen: No longer generate patches of barren rock near sealevel in some cold areas, now has barren topsoil Fixed: Typos in English-language version of First Steps tutorial, and re-written some of its text, various other typos and grammar in other texts Fixed: First Steps tutorial detection of sprint + forwards keys now order-independent Fixed: Handbook crash while viewing tutorial (#3259), thanks to korobya Fixed: Tutorial progress not saving when tutorial stopped manually, thanks to korobya Fixed: Cold areas sometimes generated underwater ice lakes and overlapping gravel with ice blocks Fixed: Added translations for pomegranate, lychee, and breadfruit pies. Added ability to pickle olives, and translations for their derivatives. Fixed some transforms. Fixed: Plaster not keeping current texture rotation when being chiseled; additionally rotating or flipping chiseled plaster now also rotates the texture correctly Fixed: Crash when chiseling meta objects such as "collider" cubes Fixed: Hopefully a fix to tiny ruins having "chopped off" their tops Fixed: Treasure Hunter trader unable to buy player-crafted iron & leather shield; additionally Treasure Hunter trader will now buy an iron & leather shield in any color Fixed: Various helmets and other headgear obscuring facial hair when it should not Fixed: Many helmets were set too high on the seraph's head, so eyes did not line up correctly Fixed: Z-fighting on underside of chimney block Fixed: Barrel cactus adjacent patches z-fighting sometimes, depending on rotation Fixed: Crash when right clicking an entity with unlit torch Fixed: Game crashing on the mod manager with invalid mods Fixed: Gate and Oldworld tapestry not triggering lore discovery Fixed: Journal dialog overflowing from too many elements in the list. Now has a scroll bar Fixed: Game crashing when trying to break green bamboo with an axe Fixed: Snow layers falling from trees etc now do not destroy sticks, stones, boulders etc. but instead cover them Fixed: Peanuts could not be used in the cooking pot. Fixed: Wrong material with rotated chisel blocks in schematics/ruins Fixed: Some meats were not displaying correct incontainer textures Fixed: Seawater missing incontainer translation Fixed: Bees no longer attack arrows, spears and armor stands Fixed: Metal nails and strips had incorrect smelting properties Fixed: Fruit juice portions with 2 decimal places in quantity could not be fermented in barrel Fixed: Copying glider schematic gave an extra copy Fixed: Sieve could have durability completely repaired by placing on ground Fixed: Pickled vegetables in soup did not have translations Fixed: Firewood recipe in the handbook would sometimes display incorrect output numbers for certain firewood, now shows the 3-output recipes separate from the 4-output recipes Fixed: Most potted flowers, and potted bamboo saplings missing windwave Fixed: Forest floor had incorrect texture on bottom face Fixed: Cured fish not showing in creative inventory Fixed: Ingots had incorrect shelf transform Fixed: Game crashing from deleting ore readings. Fixed too small hitbox around map waypoints/orepoints on GUI scales above 8 Fixed: Clutter bookshelves not correctly rotated Fixed: Don't show chisels in the anvil recycling handbook recipes that are too low tier to actually work with a given anvil Fixed: Renamed some clutter blocks to fit convention. Fixed: Hot springs no longer spawning steam particles Fixed: Restored capability to play LAN games without internet connection which broke in 1.18.4 Fixed: Content in trough when rotting not changing into rotten content variant Fixed: Strange dark shading in the main menu, most noticeable in hover texts Fixed: .debug find command now returns accurate coordinates Fixed: .blockitempngexport inv and similar export commands created images with a black background instead of transparency Fixed: When using Enter or other non-printable keys as start chat hotkey (instead of the default T) the chat would skip the first keypress Fixed: Pretty severe numerical typo in the Prospecting Guide; fixed bad torch links in handbook Fixed: Rare crash when switching focus while game is shutting down, and prevent potential similar issues with mouse and key presses during shutdown. Fixed: Able to put more than 10L worth of mash into the Fruit press, causing undefined behavior Fixed: Ability to add infinite ingots/plates to a workpiece when smithing (after 3 it wouldn't add more voxels), thanks to KonaCoffeeDrgn [GH issue 3250] Fixed: Metal plate recipe showing up as recipe of a metalplate, thanks to KonaCoffeeDrgn [GH issue 3250] Fixed: Ability to add any metal plate to a workpiece when smithing, thanks to KonaCoffeeDrgn [GH issue 3250] Vintagehosting Feature: Added ability to delete the complete hosting setup, improved logging Feature: Show the server logs from your Vintagehosting server (last 200 lines of server-main.txt) Tweak: Removed "1.18.8 testing phase" notice in the Vintagehosting version changer screen Tweak: Can now set or remove a server password Fixed: Timeout issues when changing server version Fixed: Made it easier for players to test world seeds locally first before using them on Vintagehosting (add 384k world size option and VS hosting servers will now default to 384k x 384k world size) (Internal: Significant progress towards Vintagehosting mod support) Mod API Feature: Mini Dimensions initial support. For technical details see movchunks public notes.txt Feature: Support for connected textures for drawType: "Cube" blocks (see "tiling cobblestone test" block in creative mode, and blocktypes/meta/tilingcobble.json) Feature: Eliminated all texture atlas limitations, i.e. mods that add a lot of blocks no longer have glitched graphics Feature: Added Block randomizer. Creative mode configurable block that, when created during worldgen as part of a schematic can randomly turn into one of 10 blocks. Using meta-filler block as input for the randomizer block now forces air blocks at that location Feature: Chiseled blocks should now support worldgen blocklayer replacement when using the new meta-blocklayer block as placeholder material Feature: Wearable gear animations support. Models configured with a step parent and backdrop shape can now be animated in VSMC Feature: Added a somewhat more Blender-compatible animations mode (via version:1 attribute for each animation) Feature: Randomizer block and microblocks now respect worldgen schematic replace block properties to conform to local rock types if they are made of granite Feature: Entity code remapper, to preserve entities in previously saved chunks or schematics if entity codes have to change [details: to use it, either run /eir command at game startup or add /eir commands to core config file remapentities.json] Tweak: Loot vessel drops no longer hardcoded but configurable in the block type json file Tweak: Can use stack randomizers to get resolved when used as a mob drop Tweak: Allow shipping of .dll files inside a mod's native/ folder Tweak: Game now logs a warning if the obsolete Collectible GrindedStack property is set Tweak: Added api.Event.OnEntityLoaded event Tweak: Disallow registering of recipes in-code at a launch phase that would cause random crashes Tweak: Added Δx/y/z fields to the block selection editor (.bsedit) to move selections around Tweak: Game will now print a warning on duplicate animation codes Tweak: Avoid game crashing from improperly configured liquid containers Tweak: Can now define player bot inventory via inventory:{} object in the entity type json file: [....] eyeHeight: 1.7, attributes: { inventory: [ { type: "item", code: "blade-blackguard-iron" }, { type: "item", code: "armor-body-improvised-wood" } ], [...] Tweak: Added "ServerIdentifier" GUID to serverconfig.json Tweak: BlockPos now includes a dimension field as well as x, y, z values, see documentation for Mini Dimensions Tweak: Added /debug spawnheatmap commnand. Added entity map layer for mob spawn testing. Enable with command "/worldconfigcreate bool entityMapLayer true" Tweak: Using wildcards for sounds should now work globally everywhere for all sounds using the PlaySound/PlaySoundAt/PlaySoundFor methods Tweak: Allow use of meta-layer block in the randomizer block Tweak: Rename command "/debug roomregdebug" to "/debug rooms". "/debug rooms hi" will now by default highlight the room at the current player location instead of highlighting room 0 of current chunk. Can still provide a room index as argument Tweak: Worldgen village generator can now define min/maxquantity per schematic group Tweak: Entity multiply behavior now has a new optional property "spawnEntityCodes" to allow randomized variant offspring of a creature; for simple cases where there is only one type of offspring, "spawnEntityCode" (in the singular) can be used. e.g. spawnEntityCodes: [ { code: "deer-{type}-male-baby" }, { code: "deer-{type}-female-baby" } ], Tweak: Decors can now have 3D shapes without needing variants for every orientation: these shapes are now automatically rotated to the side they are attached to (default: bottom) Tweak: Can read own entity debug info via command .debug self Tweak: Allow use of 2 completely separate parallel running animation sets for the client seraph. One for first person mode, another for third person/shadow pass Tweak: Bows can now define custom aim animations via aimAnimationCode attribute Tweak: Knife can now define custom attack and block break animation via attributes knifeHitBlockAnimation and knifeHitEntityAnimation Tweak: Cleanup XML documentation (mainly missing/old parameter names) Tweak: added "resolveImport" parameter to OnLoadCollectibleMappings to disable resolving on WorldEdit commands [Detail: old method remains but is marked obsolete and redirect to the new method with resolveImport defaulting to true. For WorldEdit this parameter is now set using /we replace-meta true/false [default false]. During worldgen it is always true. So now it can be changed in WorldEdit when working with schematics, without affecting worldgen] Tweak: Refactored most of the player entity related code in EntityShapeRenderer into EntityPlayerShapeRenderer Tweak: new BlockPos() is now obsolete, please use new BlockPos(int dimensionId) or BlockPos.Copy() - this will help future dimensions code compatibility Tweak: Trade items can specify AttributesToIgnore (see Treasure Hunter trader for an example); can also be done using a single wildcard * for the attribute value Tweak: IWorldChunk.ContainsBlock() method for quickly checking whether or not the chunk contains a specific block ID Tweak: Minor Mini Dimensions code improvements: Players now prevented from flying above height y = 20,480 EntityPos now contains rudimentary dimension support Dimensions boundary (when stored in x,y,z coordinate space) increase from 16384 to 32768 Graceful failure with an error message, if the maximum count of 16.7 million Mini Dimensions is exceeded in a save game Fixed startup crash if ImportTool is already active, and TestShip y-position jitter Tweak: Restore previous functionality of BlockPos(Vec4i vec) constructor Tweak: Can now define animation for the firestarter (e.g. via attributes: { igniteAnimation: "startfire" }) and for shield block (create anim called shieldBlock) Tweak: Allow wearables to be eyeprotective, which if worn have the effect that the player does not put hands up to protect the face in strong winds Tweak: Entity hud info box now shows entity code in extended debug info mode Tweak: In IBlockAccessor, position-based methods with BlockPos parameters should be used where possible in place of x, y, z parameters, for future dimension compatibility Tweak: Include OpenTK.Audio.OpenAL.dll and OpenTK.Mathematics.dll in server builds since native libs are already there Tweak: Added possibility for contentConfig to in trough to allow wildcards in content to have custom textures: content: { type: "item", code: "pressedmash-*" }, ... textureCode: "*" textureCode will now turn into "content-{domain:pathofcollectible}", so add "contents-pressedmash-blueberry": { base: "block/wood/trough/large/fruitmash" }, to use a custom texture for the content in the trough Tweak: Various tweaks on the new first person animations mode. Retouched several fp animations. Tweak: Add a number of missing translations for our community translators Tweak: Flour, egg, measuring rope, and quicklime are now 3d items Tweak: Beeswax, fat, and flax fibers are now ground-storable Tweak: Necklace models are now positioned to show outside of armor Tweak: Sun bear step height reduced to 2, polar bears now cannot climb 3-high walls Tweak: Improved MacOS Support for OS Versions Monterey, Ventura and Sonoma Fixed: Exception thrown in the logging system when a Block failed to load Fixed: Microblocks only allowing 16 materials, instead of 255 as intended Fixed: Game client not issuing a warning when a block texture wildcard yielded no texture Fixed: Prevent a crash in the handbook on misconfigured harvestableDrops Refactor: Collectible.OnBeforeRender(): The passed ItemRenderInfo.ModelRef property has a changed type MeshRef=>MultiTextureMeshRef. Instead of calling api.Render.UploadMesh() you now need to call api.Render.UploadMultiTextureMesh() to acquire this new type. To manually render such meshref, use api.Render.RenderMultiTextureMesh() Refactor: Renamed Block.PriorityInteract to PlacedPriorityInteract. Added Collectible.HeldPriorityInteract Refactor: IRenderAPI.GetItemStackRenderInfo new argument: dt Refactor: Method BlockEntity.OnPlacementBySchematic() has now 2 more arguments for the rocktype info Refactor: Fox entity types now in one file instead of six. Refactor: entity.AnimManager.HeadController and entity.AnimManager.Animator might now be null for a few frames during startup. You might need to null check these Refactor: InventoryBase.GetBestSuitedSlot() has a new argument ItemStackMoveOperation op = null Refactor: Split method CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo() into multiple smaller ones Refactor: Switch from System.Data.SQLite to Microsoft.Data.SQLite to enable ARM CPU support in the future Refactor: GlobalConstants.DefaultEntityTrackingRange renamed to GlobalConstants.DefaultSimulationRange. Made it configurable via servermagicnumbers.json Refactor: Large cleanup of entity shape stepparenting/extraTexture stuff. extraTexturesByTextureName in EntityShapeRenderer is now removed, instead we are now using entity.Properties.Client.Textures. Entity.addGearToShape() and EntityTrader.addGearToShape() is now refactored into Shape.StepParentShape() Refactor: Block.GetHeatRetention() is now obsolete, please use GetRetention() Refactor: Added IWorldAccessor argument to OnTransformed() method in IRotatable interface Refactor: The assets packet that is sent to the client is now built after the server has launched. This creates *much* less headache when loading or modifying assets in code during startup Refactor: Trough / Creature diet system rewrite. A creature's food preference is now in each entity type, instead of partially in the trough code. Food preference is now detached from specific itemstacks instead it is defined by FoodCategories, FoodTags and SkipFoodTags. Example: creatureDiet: { foodCategories: ["Grain", "Fruit", "Vegetable", "Protein"], foodTags: ["fruitmash"], skipFoodTags: ["rice", "parsnip"] }, Removed: Disabled gltf test object, gltf loading broken due to multi-atlas change (scream in #gamedev if you need this, lel) Tweak: Added WeightCapFactor property to AnimationMetaData. Can be used to cap easeIn speeds when a high weight animation is played alongside a low weight animation Tweak: ITreeAttribute can now be sorted by key alphabetically with treeAttribute.SortedCopy(bool recursive = false) Fixed: Character class starting items that are not wearable were not being given Fixed: JSON file patching system updated to use .NET7 and added a new op named "addmerge" Fixed: IServerAPI.ServerIp property crashing on dedicated servers Fixed: tree.GetAsBool() return wrong value for bool attributes :facepalm: Fixed: Call to unload chunks did not trigger UnloadChunk event Fixed: GetPlayersAround() horizontal range search only searched in a range of sqrt(range) Fixed: MaxAnimatedElements setting not set to 46 (was 36) Fixed: Modded sky.png not getting loaded Fixed: Clutter block crashing game if a texture was missing, now prints an error Fixed: "Companions" section of entity spawning not behaving as one would expect. Originally had only and 80% chance of spawning the main entity and then 80% chance of spawning one of the companion codes. Now the main entity is always spawned first, and every subsequent entity is selected from the companions list. Also the spawner had an hidden bias towards preferring spawning baby creatures due to their smaller hitbox Fixed: When on IServerPlayer.Disconnect() is called it would crash the client Fixed: Multiple instance detection by using a named mutex (since net7) Fixed: CollectibleBehavior.OnHeldAttack* methods where not getting called Fixed: Underground ruins would not spawn with decors/overlays Fixed: Loading order issues when modding in new cave art Fixed: Game crash when only partially specifying the held sound set Fixed: Multiple moddability issues in several blocks and items (BehaviorDecor, BlockIngotMold, BlockToolMold, BlockWateringCan, BESign, ItemBow, ItemHoneyComb, ItemStone, ItemWrench, Func<T>, IBlockAccessor.GetInterface() removed, GetHeldInteractionHelp() Fixed: BeginSubs and BeginSubcommands would not add the aliases properly Fixed: WorldReady server startup event not being triggered Changes since 1.19.0-rc.8 (also listed above) Tweak: New main menu background images, most of which showcase new 1.19 content Tweak: Omok table top now no longer displays food perish rate in block info Tweak: Quartz vugs are more like geodes now! Tweak: Removed Mono dependency in Linux install.sh, introduced logic to determine default data path, mirroring game behavior Fixed: Wild vines not rotating correctly with WorldEdit schematic rotation Fixed: Modified Linux install.sh script to prevent lowering vm.max_map_count if it is already set to a value higher than 262144. Fixed: Shingles and other objects in piles sometimes invisible after being placed Fixed: Shingles and other objects in piles could be briefly drawn at the wrong rotation, on first creating the pile Fixed: Two minor visual bugs with Seaweed (but pre 1.19 worldgen can still be bugged) 1.19 related changes Tweak: One more nerf to the basket trap: Adult animals have now a chance of destroying the basket trap, partially fix wrong block breaking decal (The ready state decal doesnt work for some reason) Tweak: Board recipe now accommodates both plank variants (ns/ud) Tweak: Adjusted range of the reed trap sfx Tweak: Converted all non positional sfx to stereo in order to sound correct with hrtf enabled Fixed: Crate crafting recipe corrected to exclusively use plank items with saw in the center, resolving previous issues with wrong planks variants Fixed: Minor memory leak in main menu Fixed: Display case link not clickable in Handbook Fixed: Snow layer walk sfx playing twice Fixed: Issue #3438: Incorrect textures for cobble skull, 2 variants of aged polished rock missing View full record
  25. Dear Extraordinary Survivalists v1.19.0, a stable release, can now be downloaded through the account manager And just like that, we conclude the 9 months long development of 1.19, with over 500 individual features, tweaks and fixes! As always, we are immensely grateful to everyone that play-tested our unstable and preview builds and provided feedback to us. We hope you will enjoy this update! "Windows protected your PC" When installing 1.19.0 on Windows, Windows Defender Smartscreen might raise a warning when you run the installer and you will have to click "More info" and then "Run anyway" to proceed. There is nothing we can do on our end to address this, unfortunately. It seems the 1.19 install files need to build enough reputation for Microsoft to be recognized as safe. Apple Mac version Similar to the issues on Windows, on first run of vintagestory.app on macOS you need to Open it and confirm to proceed - see macOS Installation Guide on the Wiki. Talking of which, we have made significant strides into improving support for macOS - please do try! Is 1.19 done now? At this point, we believe it is complete enough for everyone to play on. Some of the new features will require further fine tuning. We estimate that all the new First-person mode animations will still take about 100 additional man-hours of tuning to fully mature. The cave-in system, Command Handbook and Accessibility tab could also use some visual upgrades and tweaks. What's next? For 1.20 we would like to build the second main Story Event, following the Resonance Archives. We plan this to be a series of primarily surface-level experiences, involving lots of travel and exploration, along with new travel mechanics. Entering speculation territory: Beyond that we have some vague plans on a potential VS Model Creator rewrite, continuing our work with the mini-dimensions system, along with all the benefits that such new system can provide and other features that didn't make the cut for 1.18 and 1.19. Time will tell on how far we will get on these fronts. As always, there are bound to be some juicy new things added along the way... Game update trailer Screenshots / Gifs Snowballs! Frosty-fight friends and foes alike snowballs.mp4 Added indoor rain ambience system Overhauled First-person mode: Now with hands! Cave-in system: Build support beams to prevent getting buried alive (only on by default in the Wilderness Survival mode) Added 11 species of deer and more! Added 11 types of goats Animal catching: Domesticated animals can be picked up with a basket. Wild animals can be trapped, if small enough. Added antlers and horns, which can be harvested and mounted on walls Fully reworked surface ruins Fully reworked underground ruins Reworked crystal vugs: Now with colorful coverage all around New Accessibility settings Added Command Handbook (in Creative mode) Added Scroll racks, also lets you store Tuning cylinders World map tweaks: No longer super revealing by default, but instead it displays your prospecting results Character selector tweaks: More canon hair colors, better randomizer and the ability to use your last selection from another world or server More chisel power: Now supports decors and topsoil Overhauled/new 3D models for troughs, buckets and seeds Added Tule and Sedge plants Added live preview during schematic import Added warning icon to outdated mods Game updates Feature: Overhauled First-person mode: Now a hybrid between the old standard fp mode and the Immersive fp mode. We render the player's hands and arms, their positions and animations depend on current actions and items held. (A slider is provided in Settings, Interface tab to allow players to adjust the hands position to their preference.) Feature: Added 11 species of deer and moose and elk, each has several antler variants. (Originally based on the assets from the Capreolinae mod, with permission. Thanks Tentharchitect!) Wolves will attack some of the smaller deer species, and all fawns Deer Antlers! These grow on male adults over winter and are shed in spring. Can be picked up by players and placed on 3 variants of wood-typed antler mount Feature: Added 11 types of goats, some are only found at altitude or in warmer climates Feature: Cave-in system in the Wilderness Survival playstyle (and optional in other playstyles). Solid rock and cracked rock now collapses if not supported while being broken/placed. Enabled via world config. Use wooden beams to stabilize mines and tunnels Falling rock from cave-ins can be very painful! Feature: Snowballs! Scoop up snowballs from deep snow and throw them at your friends. There are also some options for those that aren't really feeling the holiday spirit this year.... Can also turn snowballs into water. Feature: Rough implementation of small wild animal trapping using baskets and food as bait. Basket traps are not always successful. Some heavy creatures (e.g. boar) can destroy basket traps. Feature: Ability to catch small tamed animals (generation 5+) with an empty reed chest. Requires one free backpack slot Feature: Added Accessibility tab. Moved View Bobbing and Toggle Sprint settings there. Added 3 new accessibility settings: Camera shake strength, Wireframe thickness and Glitch strength waviness (for times of temporal instability). Tweak: Added experimental minbrightness client config, potential use for YouTubers/streamers to prevent pitch-black areas. Feature: Added Command Handbook. Available in Creative mode through the game pause menu, or type command .chb to open Feature: Visual fine tuning Increased god ray intensity and fine-tuned its shader Fixed god ray ray directions. Before, the rays would not exactly start from the center of the sun Improved frost overlay visuals on creatures/traders - frost now only applies during precipitation or shortly thereafter, improved visual quality and some body parts are no longer completely frosted over, such as the trader's head More haptic menu buttons - the main menu should feel slightly more responsive in actual use Re-worked large trough, small trough and bucket models Crop seeds and grain items now have 3D models Improved SSAO quality - no longer has odd artifacts (thanks to @nug on Discord) Faster storm dust particles Improved seraph idle animation Fixed: Ambient occlusion from stairs, slabs and other non-full cubes was broken in almost all directions Fixed: LOD popping at very short view distances (32 and 64 Feature: Added scroll racks. Storage space for scrolls, papers and tuning cylinders Feature: Prospecting pick heatmap: added tabs to the world map Feature: New more medieval looking world map visuals, using the color palette from the Medieval Map mod (by permission from Rangelost, with many thanks). Classic world map visuals can be restored using the commands "/worldconfigcreate bool colorAccurateWorldmap true" server-wide or "/player [playername] privilege grant colorAccurateWorldmap" for each player Feature: Chiseling system upgrades Decor overlay support as well as support for grass covered topsoil block. Can use knife to remove decor layers again. Can now properly add more material to a chiseled block, useful when wanting to create a full block from 2 slabs When using slabs as input material the game did not correctly count already used material Chiseled blocks no longer have their name fixed to the block name first used during creation. If no custom name is set by the player, the chiseled block will now take on the name of the majority material World generation now fully supports chiseled blocks when part of a surface or underground ruin, i.e. chiseled block materials can adapt to local rock types and can get submerged into soil Microblocks, such as the chiselled blocks in ruins, can now be excavated from soil. Cobble microblocks drop stones when broken Feature: Raccoon and Fox pups now spawn in the world Feature: Can now ignite extinct torches on lit torches, firepits, forges, pit kilns, etc. Feature: Improved character selector Players can now select their previously selected skin preferences, in the Create Character dialog via new 'Last selection' button Greatly reduced strange hair combinations when using the Randomize button Updated hair colors. Replaced all purple and pink shades (sorry to those that loved them, but they are not in keeping with the general visual direction in the game; they can be added back using a mod) Added 3 new beards The selector no longer plays the seraph voice when the Create Character dialog first appears (too laggy in the first few frames to do so, can heavily skew sounds) Feature: More streamlined introduction into the game's mechanics (WIP). Instead of a dialog about the Handbook overlaid when the game first starts, now when launching a new game, the player can select their character and 15 seconds after selection a small HUD element will appear on the left side offering help - this will open an Introduction dialog with links to the Handbook and the tutorial Feature: Gameplay balancing tweaks and fixes Tweak: Boars and Sows are now intensely protective towards their offspring. They become highly aggressive if there are piglets nearby. This behavior disappears after generation 3 Tweak: Bear spawning generally reduced about 20-25%. Brown bear lower spawn range moved further north, to reduce black and brown bears spawning in same places Tweak: Terra Preta is no longer generated during worldgen. High fertility soil will be generated instead. Terra Preta is now made in the crafting grid, as high fertility soil was previously. However crafting Terra Preta requires charcoal and bone meal, in addition to compost. High fertility soil can be included in the recipe, to increase the yield of Terra Preta Tweak: Double-headed drifters and Bells now have a chance to drop Jonas parts/sub-assemblies as loot. Tweak: Double-headed drifters have a little more health now. Tweak: Made arid areas more arid (by further filling up lakes with blocks) Tweak: Being wet de-buffs your warmth 50% more than before, but players now get wet from snowfall 4 times slower than from rain Tweak: Nerfed fur clothing set warmth values, it was circumventing the need for clothing repair Tweak: Bitter bolete now only deals 1 damage. In real life it's not poisonous but it tastes awful... Tweak: Polar bears now cannot climb, but can swim faster than other bears Tweak: Wooden paths can now be made with any type of board Tweak: Plank path recipe now outputs 1 path per 2 boards (25% of previous output) Tweak: Archimedes Screw now only accepts plates of tool metals in its recipe Tweak: Chisel durability cost for recycling a steel anvil increased to match steel chisel durability. Anvil recycling recipes made shapeless Tweak: Tin bronze falx damage slightly increased Tweak: Tin bronze spear durability reduced, bismuth bronze spear durability increased (in line with typical precedent of other tools and weapons) Tweak: Pickled olives can now be used in pies and the cooking pot. Peanuts can be used in pies. Added barrel textures for both. Soybeans now have a 3d item model Tweak: Pumpkins can no longer be eaten whole, but must be cut into pieces to eat (like pineapple) Tweak: Commodity trader no longer sells square/offset/diamond pattern linen, only normal. Fancy linen patterns are now a Tailor-exclusive grid recipe using a normal linen sheet, plus sewing kit. Fancy linen can be turned back into normal pattern by any class via shears, in grid Tweak: Traders now sell linen by the single sheet Tweak: Adjusted prices for a couple of trader goods. Linen now much more expensive, also raised Gambeson armor cost to match. Most tools slightly more expensive Antique armor cost now matches the protective value of the armor slot. Head armor cheapest, leg armor medium cost, chest armor most expensive Fixed: Players not receiving fall damage when touching a wall during the fall Fixed: No fall damage when doing a gliding land while aiming less than 45° downwards, i.e. looking horizontal or upwards would previously negate all fall damage Fixed: Ingot piles were combustible Fixed: Tree seeds were not combustible Fixed: Fuel duration of Night vision goggles was not properly calculated (was only client side) Fixed: Damaged flax crop still giving a full yield of flax fibres Fixed: An upside half slab over a 1-deep hole is now no longer recognized as a cellar Fixed: Sleeping did not accelerate healing. Health and Hunger are now calculated based on in-game time instead of real world time. (Can adjust the heal regeneration speed and the hunger speed using commands /worldconfig playerHealthRegenSpeed 1 and /worldconfig playerHungerSpeed 1) Tweak: A config for player health regeneration speed is also available on world creation Feature: All Treasure chests now have more valuable loot in them Feature: Added one more room to the Resonance Archives. Various tweaks and fixes Feature: Added new Music track "Arctic Winds" for the polar regions Feature: Added new rain ambient sounds to rain-exposed glass (glass windows or glass ceilings) Feature: New Directional Audio setting in Audio Settings, to enable HRTF audio (positional 3D audio for headphones). Most game sounds are now adapted for this, enabling it can make sound positioning immersive and realistic if headphones are worn. Switching it off (the default) may address some players' sound issues (detail: if the Operating System had detected headphones before the game started, the sound system in some cases may have already switched on HRTF without user control, which could previously make some music and environmental sounds strange, now fixed) Feature: New blocks: cracked ashlar blocks (ashlar was previously stone bricks) deadfungi and spotty mold decor layer blocks some book clutter blocks clothing drying rack clutter added 4 variants of aged firepit clutter added another variant of aged tall display case, another variant of a ruined bed added various human and animal skeleton clutter blocks: like other clutter blocks these are rotatable new rock-typed rubble blocks for the new ruins (Creative mode only at the moment) all types of aged polished rock new crystal layer decor block for all crystal types, used in the new Vugs Feature: Added new Tule plant beside lakes (usually spawning in different places from Cattails, more common around high altitude lakes). These drop thatch. Thatch roofing can be made from thatch or dry grass in this version; in the future thatch roofing may be craftable from thatch only. Feature: Added new Brown Sedge plant in wet/marshy areas in warmer climates. They drop dry grass Feature: World generation updates Fully reworked underground ruins Added more comprehensive surface villages Removed legacy blocks from trader outposts Fixed topsoil generating underwater inside structures Should fix ruins generating too deep by default. Modders: Please note, a worldgen structure offsetY now defaults to -1 (used to be 0) Resonance Archives entrance improvements. The prominent sections of the shaft are now not repeated; internal water blocks removed if it happens to spawn in lake/ocean Trader carts no longer spawn in the Arctic (nor in the Antarctic!) Updated underground lakes to match the new ruins style Feature: Added a stack randomizer for all Jonas items Feature: Outdated mods will now be visually marked as outdated in the mod manager, with a warning sign Feature: World Edit upgrades Schematic import (and copying from clipboard) now previews a live version instead of half-transparent blue cubes Major World Edit command rework based on Elvas' suggestions. Air brush placement quantity is now a % value instead of fixed value. New option for Paint brush: Placement % Move, Selection and Repeat tool can now also be operated by "Look direction" instead of N/E/S/W/U/D only New constraint system. "/we constrain selection" constrains all World Edit operations to the current selection only. "/we constrain none" to return to default behavior New flip system: "/we flip (n|e|s|w|u|d|l|x|y|z)" flips selected area in-place in given direction (cardinal, look direction or axis) Fixed chisel brush icon black instead of white Fixed major derps happening on block entities when using undo/redo after certain operations Fixed schematic rotation: don't abort with exception if a block returns an invalid rotation, instead log an error and use unrotated variant Added a couple of aliases to /we marked commands (e.g. /we minfo) Feature: Added capability for server owners to compact savegames /db vacuum: Recreate savegame to minimize disk space (Note: there is a known issue if this is run from inside a Docker container, it will attempt to use the TMPFS in RAM and will therefore likely run out of disk space unless the TMPFS is sufficiently large) /db prune [threshold] confirm: Deletes chunk columns where there are less than [threshold] player edits (player block placements/breakings) in game versions later than 1.18 - note that this also allows the game engine to refresh (re-generate) the world with latest version worldgen in all these areas (but the number of player edits is only counted since game version 1.18.0 or later was installed, so this feature would need to be used with care in savegames pre-dating 1.18.0, it may be that only recently active chunks, since the world was updated to 1.18.x, would be protected from deletion) A full compact process looks like this: /wgen autogen 0 (disable generation of chunks) /db prune 5 confirm (delete all chunks with less than 5 edits) /db vacuum (compact database) Tweak: New main menu background images, most of which showcase new 1.19 content Tweak: Can now shift+left click armor and wearables onto the player when the Character inventory is open Tweak: Cosmetics / Easter Eggs Show appreciation where it's due: new petseraph animation Entities standing on a rotating Quern now rotate as well Tweak: Added tarnished steel beams Tweak: Quartz vugs are more like geodes now! Tweak: Added visual hints that the Library resonator (in the Resonance Archives) is interactable Tweak: Game text fine tuning Add item description for knife blade items, to help new players who might think that knife blades are actually knives Removed the '(Experimental)' suffix to large world sizes. The game engine is now stable enough for large sizes. More immersive "claimed by" error messaging, especially when in the Resonance Archives (simply reworded) Renamed 3 blocks: Crimson King maple => Crimson maple, Green Spire cypress => Mediterranean cypress, Stone bricks => Ashlar blocks Oiled hides mention a bit more on how curing them works When the main menu offers to download a new update, the Confirm Update screen now has a link to the devlog entry In the Main Menu, singleplayer world info hover box now only shows the differences from the default configuration Updated some of the hover text for Settings menu (Resolution, Chunk upload rate limiter, Mouse modifiers locked to Sneak/Sprint) Better hover info text on "landform scale" world config, changed selectable values to 20% increments instead of 10% Add missing hotkey reminders for other interface settings Dead animals now show in their block info if they got electrocuted Omok table top now no longer displays food perish rate in block info Fixed: Liquid containers showing only first decimal place and thus rounding the value Fixed: A 'claimed' error message appearing when igniting the coal pile in the Resonance Archives generator room Tweak: Audio fine tuning Over 200 sound files have been fine tuned for quality by reducing noise, eliminating popping sounds and more Improved soundscape for glider gliding and Creative-mode flying New eating sound for large animals The Resonator Music is now affected by the music slider, instead of the ambient slider Handbook tweaks Handbook search now ignores diacritics in the search text (and the same change for searching the Creative inventory) Now also displays if an item can be obtained by harvesting a creature Handbook entry for alum gives some details of where to find it Jonas generator room equipment, and Gasifier, removed from the Handbook Lamellar armor has the word 'armor' added to the name, so that it shows up in a search for "armor" Added "Mechanical power part" description to mechanical power blocks to make them more easily findable in the Creative inventory and the Handbook Implement Greenhouses mechanic explanation in the Handbook, and fix its lang strings Fixed: Handbook text for mudbricks was missing the info that it is normal for them not always to drop anything when breaking the block Fixed: Certain handbook links (e.g. for planks) not clickable, this was caused by a mismatched order of attributes set in the recipe and the handbook entry for the block/item, now we sort attributes when building the handbook references Tweak: Improved command help Add client-side .help command Improved formatting of the help output in chat Additional command tweaks: Added commands .debug plrattr [path] and /entity cmd [selector] attr [path] to read player/entity attributes. Might help us narrow down the cause of "Dave" running during broad daylight and blood rain seen outside times of temporal instability In the /entity command, added a new "id" entity selector, e.g. /entity remove e[id=1234] New /entity cmd <entity> birth command to test entities' multiply behavior (could also feasibly be used by a command block) Added command /entity cmd [selector] rmbh [code] to remove a behavior at runtime Add optional kill radius parameter to command /entity wipeall Multiplayer tweaks: Multiplayer server screens: don't show the server password in clear text Reduced default SpawnCapPlayerScaling from 0.75 to 0.5, as multiplayer servers with a large player count got completely flooded with drifters When privilege allowcharselonce was not granted, show the player an error message instead of opening the dialog to reduce confusion Added ability to individually enable world maps (in games where the map is normally disabled) using /player playername grant allowMap Tweak: Removed unused workbench block from game Additional visual tweaks and fixes Tweak: Loose gears when placed now no longer move around visually or shift texture with each added gear past 2 Tweak: Don't show < > buttons on books with only 1 page Tweak: Improved sieve item textures Tweak: Added more depth to Dry stone wall textures; visual tweaks Tweak: Added copper rim to normal and tall display cases. Reduced opacity of aged tall display cases by 50% Tweak: Replaced Resonance Archives clutter bed with updated model. Added colorful linen textures for mattress sides and pillow. Added shading texture overlay for mattress sides and pillow. Some changes to fancy bed with drapes Tweak: Malefactor pendant now worn on neck, rather than emblem location Tweak: Crowns, hoods, and other head-worn clothing are now 3D models. All crowns should be display-case-able Fixed: Redwood beams: wood grain was in the wrong direction Fixed: bed-fency-open clutter block missing textures. Fixed: Aged fancy bed having incongruent bright green bed cover. The bed cover is now faded, aged green Fixed: Water against solid/near-solid Microblocks is now rendered correctly Fixed: Incorrect block breaking overlay on Bamboo Lots of WorldEdit fine tuning Tweak: Flood tool: rename "ignore rocks" to "ignore loose surface items" and include (loosesticks, loosestones, looseboulders, looseflints, looseores, loosegears) to be ignored Tweak: Add /we exp as alias for /we export Tweak: The UI tools no longer focus the first textbox in the tool options dialog when a new tool is selected (therefore, the user can still move normally using movement keys etc.) Tweak: Import tool immediately has "From Clipboard" mode active, when the tool is selected, if there were already blocks in the clipboard: helps workflow Tweak: Schematic placement preview can now be partially transparent, set this using command .clientconfig previewTransparency v where v is the desired transparency level between 0.0 (solid) and 1.0 (clear) Tweak: Add command to disable right settings panel in the worldedit dialog: use command .we rsp on/off Tweak: Delete, fill, and delete-nearby now also removes all entities within the affected area Tweak: Disabled several /we subcommands using the old naming scheme (mfill, mcopy, ...), use /worldconfigcreate bool legacywecommands true/false to toggle them Tweak: Added ability to disable first person hands in the WorldEdit Controls Dialog Tweak: Save the FreeMoveAxisLock setting when exiting the game Fixed: Importing of schematics exported from older game versions is now possible, we now remap the blocks and items on import Fixed: Chiselblock and Microblock in schematics now also remap their materials on schematic import Fixed: update temperature and transition state (perishable) for items inside containers and racks when importing schematics [Detail: since a schematic could be imported from an other game where a completely different amount of in-game time had passed] Fixed: Schematics now also import/export the fluid layer Fixed: Pipes, and other clutter blocks, which are rotated in schematics, now have their correct rotations even when the schematic is rotated when imported/placed Fixed: Worldedit undo/redo now properly set blocks with water (when using undo it would leave behind flowing water) Fixed: Decors now get properly placed/removed with undo/redo Fixed: Multiple issues related to rotations of decors and fluid layer Fixed: Issues with Mirror, Repeat and Move tool with water and decors Fixed: Undo now removes any entities just spawned (note: entities spawn when doing import/place of schematic or copy of selection, but not on redo) Fixed: For schematics with entities, if one entity was not available then no entities were spawned; now it logs an error and spawns the remaining (available) entities Fixed: Free floating single rock no longer popping off if AllowFallingBlocks is set to false Fixed: Exception on /we shift shorthands (sms, smn,...) Fixed: /we shift n 2 would always use 1 as the amount Fixed: Tapestries disappearing or changing or becoming rotten whenever a schematic is imported or copied... Fixed: MagicWand selection would cause to insert two historystates upon selection Fixed: WorldEdit selection would not properly update on various tools and undo/redo Fixed: WorldEdit move tool would move by a multiple of the amount set in the tool Fixed: WorldEdit operations (Move,Mirror,Repeat,Undo,Redo) now also include entities Water physics fine tuning Tweak: Water can "heal" slightly more easily if solid blocks placed in water and then removed (details: 2 direct neighbour source blocks + 3 diagonal neighbour source blocks is now enough to heal a position) Fixed: Water continuing to have surface flow after fully healed Fixed: A few edge-cases where water block flow was not updating on the diagonal neighbors Fixed: Block updates near the worldgen-created boundary between fresh water and salt water do not cause catastrophic collapse of water levels Tweak: Sound FX (sfx) fine tuning Feature: Walking through bushes (normal leaves, narrow leaves, berry bushes, fruit tree leaves) will now have a sfx for passing through Feature: New sounds for stepping on sticks (also fixed boulder's missing sfx) Tweak: Cooking pots can no longer be heard from an extreme distance away (could be heard more than 32 blocks away, previously) Tweak: Loose sticks now have a small collision box so that they trigger step sounds correctly Tweak: Leaf rustle and other Inside Block sounds now tied to position and movement with more precision Tweak: Many blocks that were missing sfx now have sfx assigned that fits with other blocks of the same type. Additionally normalized sludge walk sfx Tweak: Glass blocks now have a unique walk sfx Tweak: When sneaking, armor noises will now match with the lower volume of walk and inside sfx. (Sneaking previously only affected walking and inside walking sfx) Tweak: Walk sounds now respect the current block underfoot when walking along the edge of blocks Tweak: Additional wolf howl sfx, plus further cleanup of original wolf howl sfx (same for the pup). Fixed: Hot springs sludge sound not playing Fixed: Water step sound not playing when the liquid block contained other blocks Fixed: Glass slabs that used BlockSlabSnowRemove playing the rain ambient noise all the time Various fixes to the newly added indoor rain ambient sounds Tweak: Perfomance: Worldgen should run on average 33% faster in all games (YMMV, depends on terrain and servermagicnumbers config, less impact on high-end systems). Additional further up to ~20% when enabling multi-threaded worldgen in servermagicnumbers.json by specifying "MaxWorldgenThreads": 4 (or other numbers in the range 1-6 are possible) Tweak: Add a proper maximized Borderless windowed option and fix related weird window behaviour Tweak: Added a warning to serverconfig.json in non-dedicated server installations that edits in this file also affect single player worlds, which is a common source of confusion Tweak: New command .timelapse <interval-in-days> <duration-in-months> for taking a set of timelapse photographs of the same spot over several hours, days or seasons: find the images in folder Pictures/Vintagestory/timelapse (note: as currently implemented the world does not actually change while the photographs are being taken, for example crops will not grow, snow will not fall, this is intended only for seeing the visual changes of the changing time of day or changing seasons) Tweak: In Extended Debug mode (.edi), add the Axis directions to the coordinates HUD Tweak: Added "Color Accurate Worldmap" world config to enable the previous, full color map style Tweak: Slightly increase the chance for hail Tweak: Termite mounds now have some variance in termite drops, and the larger mounds drop more. Tweak: The plaques in the Resonance Archives are now translatable into other languages Tweak: Added "/dev settranslateable true" command to mark a looked-at sign block as translateable Tweak: Terminus translocators can now be placed directionally and no longer always face west Tweak: Plaster should be easier to orientate consistent with planks and logs Tweak: Jugs can now be used to make dough Tweak: Pineapple and pumpkin grid recipes now shapeless, clay oven model chimney shortened 1/2 voxel to cleanly meet chiseled blocks above. New thatch model. Tweak: Added more game credits Tweak: The standard sapling growth rate in the customize world screen is now "Normal (1x)" instead of "Somewhat slower (2x)" but also doubled the growth days of saplings. For players of 1.18 worlds: Use command "/worldconfig saplingGrowthRate 1" if you want default sapling growth times, they will be twice the default otherwise Tweak: Modified hitboxes of several animals Tweak: Various roof block model changes to fix gaps between roof blocks and snow inconsistency. Most noticeable on the slate and copper roofs. Additionally thatch and aged thatch roofs have some of the loose hay now gently sway in the wind Tweak: ItemWrench order rotations by name and remove duplicates from list Tweak: Torch holder light color now the same as a regular torch Tweak: The "Protect eyes" seraph pose is now further restricted to dry areas in addition to strong winds (i.e. now only during sandstorms) Tweak: Localise chat messages about schematics received, and fixmappings Tweak: Can no longer remove bot gear in Survival mode, now requires Creative mode Tweaks to error handing: More informative "Out of Memory" errors, the error message now correctly states that it might also be due to a shortage of system memory instead of only video ram memory Game client no longer displays Host/Ip when failing to connect to a game server Crash reporter: Only show event logs matching the game version in the crash reporter and filter them to Application Error Log login failure messages to client-debug.txt (rarely, a player cannot connect to the auth servers at all), improve the feedback messages in-game Tweak: Allow corrupted savegames to repair broken MapRegions in repair mode Tweak: Added experimental feature to slightly speed up world startup, available only in the Developer settings tab Tweak: Added "Macro Editor" button to the Controls settings tab Tweak: Added --withConfig server startup arg. Allows one to override any serverconfig.json values at runtime Tweak: Removed Mono dependency in Linux install.sh, introduced logic to determine default data path, mirroring game behavior Fixed: Don't crash on invalid block entities Fixed: Avoid a crash on an incorrectly created crucible itemstack Fixed: Wild vines not rotating correctly with worldedit Fixed: Modified Linux install.sh script to prevent lowering vm.max_map_count if it is already set to a value higher than 262144. Fixed: Shingles and other objects in piles sometimes invisible after being placed and could be briefly drawn at the wrong rotation, on first creating the pile Fixed: Two minor visual bugs with Seaweed (but pre 1.19 worldgen can still be bugged) Fixed: Butterflies now manage to fly away eventually after getting stuck in water Fixed: Reduce cases of endlessly jumpy dropped items Fixed: Should now properly sync edge sitting animations on players Fixed: Player body pitched awkwardly after landing with a glider Fixed: Unable to complete the Resonance Archives while in immersive first person mode Fixed: When a candle is placed on top of a fence it will only spawn one candle in the center Fixed: Gates sometimes missing collision and selection box [detail: when a gate was placed and a second one was added to the left the right one was missing the multiblock parts and had no collision except for the bottom right block] Fixed: Glider also functioning if inside a backpack (thanks korobya) Fixed: Pixelated background on the Download Mods screen Fixed: Some trader carts did not fully generate Fixed: Should fix watered farmland not updating for other players Fixed: Multiple issues with block breaking overlay in tallgrass, leaves and vines Fixed: GUI alignment issues when references to hotkeys are mixed in with other text Fixed: Folders with spaces could not be opened (e.g. via "Open Mods Folder" button) Fixed: The Controls settings tab and the Macro Manager now show the key for the currently set keyboard layout, instead of always assuming a US keyboard Fixed: /moddb search also returned non mods, and if no version is specified now installs the latest version instead of the oldest Fixed: .charsel command leaving changed class on the client side if the player did not have permission to change it in the first place Fixed: Some lore discoveries activating the gong and discovery center screen text, although they were already discovered Fixed: Incorrect position matching in the /entity command selector (e.g. in /entity remove e[minX=3, minY=0, minZ=3, maxX=4, maxY=2, maxZ=4]) Fixed: Running server with --standby argument crashes if serverconfig.json does not exist Fixed: --port arg not applying to master server advertising Fixed: On some systems (MacOS) the sky would load color inverted (red) [Technical detail: this now ensures we load all images as Bgra8888 since that's what we send our texture pixels as to the GPU] Fixed: Linux Wayland freezing on start up issue Fixed: Bug where attempting to walk over low blocks (slabs, etc) at oblique angles, the player would be forced to travel along the side of the block instead of stepping up onto it Fixed: .map command would not show up in the Commands Handbook Fixed: /wgen regen command erroring on missing structures within the target map region Fixed: Planks block stack combining issues Fixed: Fruitmash would not count as food in large trough for animals Fixed: Unable to squeeze honey into placed bowls Fixed: Clothing trader had reversed linen prices, buying it for more than they were selling it. Fixed: Coal pile crash in certain cases Fixed: Prevent a crash when trying to break certain invalid blocks in Survival mode Fixed: Able to travel very fast with gliders and roads of ladders Fixed: Various cases where chiseled blocks were not detected as room-enclosing Fixed: Removed duplicated remappings which printed errors in the player's chat window when opening old worlds Fixed: Missing lang keys relating to Handbook, Tutorial, world configurations, and some of the 1.19 game elements Fixed: Some trees getting unintentionally growth stunted or 'flat-top' appearance Fixed: Books went vertical when placed on the ground Fixed: Clay Oven fuel positioning; and fixed that fuel was removable even after burning Fixed: Should fix a reported client side crash with the Mycelium block entity Fixed: Another Memory leak when leaving and reopening single player worlds Fixed: Further reduce memory footprint after SP leave by cleaning up the EntityBehaviorPassivePhysics which caches Blocks Fixed: Slanted and inner corner roofing will correctly seal a room when used on the inside of a room Fixed: Glitchy inside player rendering when drunk in new first person mode and old ifp mode Fixed: Game no longer automatically requesting to download unmet dependencies on startup Fixed: Multiple engine-related exceptions when trying to load an outdated mod Fixed: 3rd person mode against walls no longer renders the inside of seraph brains Fixed: New worlds with no customisation at all had some non-default terrain config values (Detail: copying a world seed resulted in a different world the second time the seed was used, because the second time around necessarily had some customisation) Fixed: Avoid potential server side endless loop during a broken/invalid item use action Fixed: Firepit used in schematics with contents in the cooking slot would cause issues (NRE) on worldgen Fixed: Fruit trees part of schematics on worldgen would log a lot of errors [Details: "Coding error. Fruit tree without fruit tree type" caused by unsetting the to null, since OnBlockPlaced provides a null itemstack by default] Fixed: Chute rotations for schematics/worldedit Fixed: Wrong command info in /land claim new (subcommand gu/gn/... no longer exists) Fixed: Two potential sources of large memory leaks when leaving and re-opening single player worlds Fixed: Chutes/Hoppers not able to push items on one side of the trunk Fixed: Should fix items dropping out of chutes if a neighbouring chunk was not loaded Fixed: Commands prefix shown on help subcommands Fixed: Players were omitting knockback when hit, since 1.18.2 Fixed: Handbook entries for Flax twine and Linen incorrectly stated right-click to repair; add similar Handbook text for Sewing kit Fixed: Screenshot hyperlinks in the in-game chat were not clickable if the user's screenshots path contained a space Fixed: Chiseled blocks in schematics would not rotate the texture Fixed: BlockRandomizer resolving of meta-blocklayer to local block it would always spawn an air block Fixed: /wgen pos structures not working for underground ruins Fixed: /wgen structures spawn not spawning in BlockEntities, causing unknown blocks Fixed: /time stop and /time resume commands now working Fixed: Helve hammer mold-rackable despite not fitting visually now no longer rackable. z-fighting on back of Falx mold. Fixed: Worldgen: No longer generate patches of barren rock near sealevel in some cold areas, now has barren topsoil Fixed: Typos in English-language version of First Steps tutorial, and re-written some of its text, various other typos and grammar in other texts Fixed: First Steps tutorial detection of sprint + forwards keys now order-independent Fixed: Handbook crash while viewing tutorial (#3259), thanks to korobya Fixed: Tutorial progress not saving when tutorial stopped manually, thanks to korobya Fixed: Cold areas sometimes generated underwater ice lakes and overlapping gravel with ice blocks Fixed: Added translations for pomegranate, lychee, and breadfruit pies. Added ability to pickle olives, and translations for their derivatives. Fixed some transforms. Fixed: Plaster not keeping current texture rotation when being chiseled; additionally rotating or flipping chiseled plaster now also rotates the texture correctly Fixed: Crash when chiseling meta objects such as "collider" cubes Fixed: Hopefully a fix to tiny ruins having "chopped off" their tops Fixed: Treasure Hunter trader unable to buy player-crafted iron & leather shield; additionally Treasure Hunter trader will now buy an iron & leather shield in any color Fixed: Various helmets and other headgear obscuring facial hair when it should not Fixed: Many helmets were set too high on the seraph's head, so eyes did not line up correctly Fixed: Z-fighting on underside of chimney block Fixed: Barrel cactus adjacent patches z-fighting sometimes, depending on rotation Fixed: Crash when right clicking an entity with unlit torch Fixed: Game crashing on the mod manager with invalid mods Fixed: Gate and Oldworld tapestry not triggering lore discovery Fixed: Journal dialog overflowing from too many elements in the list. Now has a scroll bar Fixed: Game crashing when trying to break green bamboo with an axe Fixed: Snow layers falling from trees etc now do not destroy sticks, stones, boulders etc. but instead cover them Fixed: Peanuts could not be used in the cooking pot. Fixed: Wrong material with rotated chisel blocks in schematics/ruins Fixed: Some meats were not displaying correct incontainer textures Fixed: Seawater missing incontainer translation Fixed: Bees no longer attack arrows, spears and armor stands Fixed: Metal nails and strips had incorrect smelting properties Fixed: Fruit juice portions with 2 decimal places in quantity could not be fermented in barrel Fixed: Copying glider schematic gave an extra copy Fixed: Sieve could have durability completely repaired by placing on ground Fixed: Pickled vegetables in soup did not have translations Fixed: Firewood recipe in the handbook would sometimes display incorrect output numbers for certain firewood, now shows the 3-output recipes separate from the 4-output recipes Fixed: Most potted flowers, and potted bamboo saplings missing windwave Fixed: Forest floor had incorrect texture on bottom face Fixed: Cured fish not showing in creative inventory Fixed: Ingots had incorrect shelf transform Fixed: Game crashing from deleting ore readings. Fixed too small hitbox around map waypoints/orepoints on GUI scales above 8 Fixed: Clutter bookshelves not correctly rotated Fixed: Don't show chisels in the anvil recycling handbook recipes that are too low tier to actually work with a given anvil Fixed: Renamed some clutter blocks to fit convention. Fixed: Hot springs no longer spawning steam particles Fixed: Restored capability to play LAN games without internet connection which broke in 1.18.4 Fixed: Content in trough when rotting not changing into rotten content variant Fixed: Strange dark shading in the main menu, most noticeable in hover texts Fixed: .debug find command now returns accurate coordinates Fixed: .blockitempngexport inv and similar export commands created images with a black background instead of transparency Fixed: When using Enter or other non-printable keys as start chat hotkey (instead of the default T) the chat would skip the first keypress Fixed: Pretty severe numerical typo in the Prospecting Guide; fixed bad torch links in handbook Fixed: Rare crash when switching focus while game is shutting down, and prevent potential similar issues with mouse and key presses during shutdown. Fixed: Able to put more than 10L worth of mash into the Fruit press, causing undefined behavior Fixed: Ability to add infinite ingots/plates to a workpiece when smithing (after 3 it wouldn't add more voxels), thanks to KonaCoffeeDrgn [GH issue 3250] Fixed: Metal plate recipe showing up as recipe of a metalplate, thanks to KonaCoffeeDrgn [GH issue 3250] Fixed: Ability to add any metal plate to a workpiece when smithing, thanks to KonaCoffeeDrgn [GH issue 3250] Vintagehosting Feature: Added ability to delete the complete hosting setup, improved logging Feature: Show the server logs from your Vintagehosting server (last 200 lines of server-main.txt) Tweak: Removed "1.18.8 testing phase" notice in the Vintagehosting version changer screen Tweak: Can now set or remove a server password Fixed: Timeout issues when changing server version Fixed: Made it easier for players to test world seeds locally first before using them on Vintagehosting (add 384k world size option and VS hosting servers will now default to 384k x 384k world size) (Internal: Significant progress towards Vintagehosting mod support) Mod API Feature: Mini Dimensions initial support. For technical details see movchunks public notes.txt Feature: Support for connected textures for drawType: "Cube" blocks (see "tiling cobblestone test" block in creative mode, and blocktypes/meta/tilingcobble.json) Feature: Eliminated all texture atlas limitations, i.e. mods that add a lot of blocks no longer have glitched graphics Feature: Added Block randomizer. Creative mode configurable block that, when created during worldgen as part of a schematic can randomly turn into one of 10 blocks. Using meta-filler block as input for the randomizer block now forces air blocks at that location Feature: Chiseled blocks should now support worldgen blocklayer replacement when using the new meta-blocklayer block as placeholder material Feature: Wearable gear animations support. Models configured with a step parent and backdrop shape can now be animated in VSMC Feature: Added a somewhat more Blender-compatible animations mode (via version:1 attribute for each animation) Feature: Randomizer block and microblocks now respect worldgen schematic replace block properties to conform to local rock types if they are made of granite Feature: Entity code remapper, to preserve entities in previously saved chunks or schematics if entity codes have to change [details: to use it, either run /eir command at game startup or add /eir commands to core config file remapentities.json] Tweak: Loot vessel drops no longer hardcoded but configurable in the block type json file Tweak: Can use stack randomizers to get resolved when used as a mob drop Tweak: Allow shipping of .dll files inside a mod's native/ folder Tweak: Game now logs a warning if the obsolete Collectible GrindedStack property is set Tweak: Added api.Event.OnEntityLoaded event Tweak: Disallow registering of recipes in-code at a launch phase that would cause random crashes Tweak: Added Δx/y/z fields to the block selection editor (.bsedit) to move selections around Tweak: Game will now print a warning on duplicate animation codes Tweak: Avoid game crashing from improperly configured liquid containers Tweak: Can now define player bot inventory via inventory:{} object in the entity type json file: [....] eyeHeight: 1.7, attributes: { inventory: [ { type: "item", code: "blade-blackguard-iron" }, { type: "item", code: "armor-body-improvised-wood" } ], [...] Tweak: Added "ServerIdentifier" GUID to serverconfig.json Tweak: BlockPos now includes a dimension field as well as x, y, z values, see documentation for Mini Dimensions Tweak: Added /debug spawnheatmap commnand. Added entity map layer for mob spawn testing. Enable with command "/worldconfigcreate bool entityMapLayer true" Tweak: Using wildcards for sounds should now work globally everywhere for all sounds using the PlaySound/PlaySoundAt/PlaySoundFor methods Tweak: Allow use of meta-layer block in the randomizer block Tweak: Rename command "/debug roomregdebug" to "/debug rooms". "/debug rooms hi" will now by default highlight the room at the current player location instead of highlighting room 0 of current chunk. Can still provide a room index as argument Tweak: Worldgen village generator can now define min/maxquantity per schematic group Tweak: Entity multiply behavior now has a new optional property "spawnEntityCodes" to allow randomized variant offspring of a creature; for simple cases where there is only one type of offspring, "spawnEntityCode" (in the singular) can be used. e.g. spawnEntityCodes: [ { code: "deer-{type}-male-baby" }, { code: "deer-{type}-female-baby" } ], Tweak: Decors can now have 3D shapes without needing variants for every orientation: these shapes are now automatically rotated to the side they are attached to (default: bottom) Tweak: Can read own entity debug info via command .debug self Tweak: Allow use of 2 completely separate parallel running animation sets for the client seraph. One for first person mode, another for third person/shadow pass Tweak: Bows can now define custom aim animations via aimAnimationCode attribute Tweak: Knife can now define custom attack and block break animation via attributes knifeHitBlockAnimation and knifeHitEntityAnimation Tweak: Cleanup XML documentation (mainly missing/old parameter names) Tweak: added "resolveImport" parameter to OnLoadCollectibleMappings to disable resolving on WorldEdit commands [Detail: old method remains but is marked obsolete and redirect to the new method with resolveImport defaulting to true. For WorldEdit this parameter is now set using /we replace-meta true/false [default false]. During worldgen it is always true. So now it can be changed in WorldEdit when working with schematics, without affecting worldgen] Tweak: Refactored most of the player entity related code in EntityShapeRenderer into EntityPlayerShapeRenderer Tweak: new BlockPos() is now obsolete, please use new BlockPos(int dimensionId) or BlockPos.Copy() - this will help future dimensions code compatibility Tweak: Trade items can specify AttributesToIgnore (see Treasure Hunter trader for an example); can also be done using a single wildcard * for the attribute value Tweak: IWorldChunk.ContainsBlock() method for quickly checking whether or not the chunk contains a specific block ID Tweak: Minor Mini Dimensions code improvements: Players now prevented from flying above height y = 20,480 EntityPos now contains rudimentary dimension support Dimensions boundary (when stored in x,y,z coordinate space) increase from 16384 to 32768 Graceful failure with an error message, if the maximum count of 16.7 million Mini Dimensions is exceeded in a save game Fixed startup crash if ImportTool is already active, and TestShip y-position jitter Tweak: Restore previous functionality of BlockPos(Vec4i vec) constructor Tweak: Can now define animation for the firestarter (e.g. via attributes: { igniteAnimation: "startfire" }) and for shield block (create anim called shieldBlock) Tweak: Allow wearables to be eyeprotective, which if worn have the effect that the player does not put hands up to protect the face in strong winds Tweak: Entity hud info box now shows entity code in extended debug info mode Tweak: In IBlockAccessor, position-based methods with BlockPos parameters should be used where possible in place of x, y, z parameters, for future dimension compatibility Tweak: Include OpenTK.Audio.OpenAL.dll and OpenTK.Mathematics.dll in server builds since native libs are already there Tweak: Added possibility for contentConfig to in trough to allow wildcards in content to have custom textures: content: { type: "item", code: "pressedmash-*" }, ... textureCode: "*" textureCode will now turn into "content-{domain:pathofcollectible}", so add "contents-pressedmash-blueberry": { base: "block/wood/trough/large/fruitmash" }, to use a custom texture for the content in the trough Tweak: Various tweaks on the new first person animations mode. Retouched several fp animations. Tweak: Add a number of missing translations for our community translators Tweak: Flour, egg, measuring rope, and quicklime are now 3d items Tweak: Beeswax, fat, and flax fibers are now ground-storable Tweak: Necklace models are now positioned to show outside of armor Tweak: Sun bear step height reduced to 2, polar bears now cannot climb 3-high walls Tweak: Improved MacOS Support for OS Versions Monterey, Ventura and Sonoma Fixed: Exception thrown in the logging system when a Block failed to load Fixed: Microblocks only allowing 16 materials, instead of 255 as intended Fixed: Game client not issuing a warning when a block texture wildcard yielded no texture Fixed: Prevent a crash in the handbook on misconfigured harvestableDrops Refactor: Collectible.OnBeforeRender(): The passed ItemRenderInfo.ModelRef property has a changed type MeshRef=>MultiTextureMeshRef. Instead of calling api.Render.UploadMesh() you now need to call api.Render.UploadMultiTextureMesh() to acquire this new type. To manually render such meshref, use api.Render.RenderMultiTextureMesh() Refactor: Renamed Block.PriorityInteract to PlacedPriorityInteract. Added Collectible.HeldPriorityInteract Refactor: IRenderAPI.GetItemStackRenderInfo new argument: dt Refactor: Method BlockEntity.OnPlacementBySchematic() has now 2 more arguments for the rocktype info Refactor: Fox entity types now in one file instead of six. Refactor: entity.AnimManager.HeadController and entity.AnimManager.Animator might now be null for a few frames during startup. You might need to null check these Refactor: InventoryBase.GetBestSuitedSlot() has a new argument ItemStackMoveOperation op = null Refactor: Split method CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo() into multiple smaller ones Refactor: Switch from System.Data.SQLite to Microsoft.Data.SQLite to enable ARM CPU support in the future Refactor: GlobalConstants.DefaultEntityTrackingRange renamed to GlobalConstants.DefaultSimulationRange. Made it configurable via servermagicnumbers.json Refactor: Large cleanup of entity shape stepparenting/extraTexture stuff. extraTexturesByTextureName in EntityShapeRenderer is now removed, instead we are now using entity.Properties.Client.Textures. Entity.addGearToShape() and EntityTrader.addGearToShape() is now refactored into Shape.StepParentShape() Refactor: Block.GetHeatRetention() is now obsolete, please use GetRetention() Refactor: Added IWorldAccessor argument to OnTransformed() method in IRotatable interface Refactor: The assets packet that is sent to the client is now built after the server has launched. This creates *much* less headache when loading or modifying assets in code during startup Refactor: Trough / Creature diet system rewrite. A creature's food preference is now in each entity type, instead of partially in the trough code. Food preference is now detached from specific itemstacks instead it is defined by FoodCategories, FoodTags and SkipFoodTags. Example: creatureDiet: { foodCategories: ["Grain", "Fruit", "Vegetable", "Protein"], foodTags: ["fruitmash"], skipFoodTags: ["rice", "parsnip"] }, Removed: Disabled gltf test object, gltf loading broken due to multi-atlas change (scream in #gamedev if you need this, lel) Tweak: Added WeightCapFactor property to AnimationMetaData. Can be used to cap easeIn speeds when a high weight animation is played alongside a low weight animation Tweak: ITreeAttribute can now be sorted by key alphabetically with treeAttribute.SortedCopy(bool recursive = false) Fixed: Character class starting items that are not wearable were not being given Fixed: JSON file patching system updated to use .NET7 and added a new op named "addmerge" Fixed: IServerAPI.ServerIp property crashing on dedicated servers Fixed: tree.GetAsBool() return wrong value for bool attributes :facepalm: Fixed: Call to unload chunks did not trigger UnloadChunk event Fixed: GetPlayersAround() horizontal range search only searched in a range of sqrt(range) Fixed: MaxAnimatedElements setting not set to 46 (was 36) Fixed: Modded sky.png not getting loaded Fixed: Clutter block crashing game if a texture was missing, now prints an error Fixed: "Companions" section of entity spawning not behaving as one would expect. Originally had only and 80% chance of spawning the main entity and then 80% chance of spawning one of the companion codes. Now the main entity is always spawned first, and every subsequent entity is selected from the companions list. Also the spawner had an hidden bias towards preferring spawning baby creatures due to their smaller hitbox Fixed: When on IServerPlayer.Disconnect() is called it would crash the client Fixed: Multiple instance detection by using a named mutex (since net7) Fixed: CollectibleBehavior.OnHeldAttack* methods where not getting called Fixed: Underground ruins would not spawn with decors/overlays Fixed: Loading order issues when modding in new cave art Fixed: Game crash when only partially specifying the held sound set Fixed: Multiple moddability issues in several blocks and items (BehaviorDecor, BlockIngotMold, BlockToolMold, BlockWateringCan, BESign, ItemBow, ItemHoneyComb, ItemStone, ItemWrench, Func<T>, IBlockAccessor.GetInterface() removed, GetHeldInteractionHelp() Fixed: BeginSubs and BeginSubcommands would not add the aliases properly Fixed: WorldReady server startup event not being triggered Changes since 1.19.0-rc.8 (also listed above) Tweak: New main menu background images, most of which showcase new 1.19 content Tweak: Omok table top now no longer displays food perish rate in block info Tweak: Quartz vugs are more like geodes now! Tweak: Removed Mono dependency in Linux install.sh, introduced logic to determine default data path, mirroring game behavior Fixed: Wild vines not rotating correctly with WorldEdit schematic rotation Fixed: Modified Linux install.sh script to prevent lowering vm.max_map_count if it is already set to a value higher than 262144. Fixed: Shingles and other objects in piles sometimes invisible after being placed Fixed: Shingles and other objects in piles could be briefly drawn at the wrong rotation, on first creating the pile Fixed: Two minor visual bugs with Seaweed (but pre 1.19 worldgen can still be bugged) 1.19 related changes Tweak: One more nerf to the basket trap: Adult animals have now a chance of destroying the basket trap, partially fix wrong block breaking decal (The ready state decal doesnt work for some reason) Tweak: Board recipe now accommodates both plank variants (ns/ud) Tweak: Adjusted range of the reed trap sfx Tweak: Converted all non positional sfx to stereo in order to sound correct with hrtf enabled Fixed: Crate crafting recipe corrected to exclusively use plank items with saw in the center, resolving previous issues with wrong planks variants Fixed: Minor memory leak in main menu Fixed: Display case link not clickable in Handbook Fixed: Snow layer walk sfx playing twice Fixed: Issue #3438: Incorrect textures for cobble skull, 2 variants of aged polished rock missing
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