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Tyron

VS Team (Lead)
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Posts posted by Tyron

  1. 6 hours ago, Raukx said:

    Question: Some buddies and I are looking to get back into VS, and if we build a world and get things going, will we be able to enjoy the changed in 1.20 without having to start over/lose progress?

    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.

  2. 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.
     

    2024-03-21_18-52-09.thumb.png.f45f67403bade561274494690fa52fe3.png
    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

    • Like 2
    • Amazing! 1
    • Thanks 4
  3. 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.

    2023-05-09_22-04-24.thumb.png.e323ec35f81c5f27384c470ed576e28a.png
    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

    • Like 4
    • Cookie time 1
    • Amazing! 1
    • Thanks 3
  4. 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.

    2024-03-02_23-46-20.thumb.png.76bee1621c780f8688ac43eb9347f021.png
    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

    • Like 3
    • Cookie time 2
    • Amazing! 3
    • Thanks 1
  5. 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.

     

    2024-02-25_21-46-49.thumb.png.d7c65f346f765445fe5f0ce7d62ffa28.png
    Screenshot by Daag, shared in #screenshots

     

    Screenshots

    Glue making mechanic, use glue to repair and obtain ruin clutter
    image.thumb.png.681fb8951a83da66f9227408955fd92f.png


    Barrels finally received the long anticipated model overhaul
    barrels.thumb.jpeg.7fd12f53e9d7c869bdf331b53e6e1b06.jpeg


    Hides have new models and textures, and can be placed on the ground
    hides.thumb.png.9ca25df9010c96c7fe8773c4cb0b2d7f.png


    Mouse buttons are now re-bindable
    mouse.thumb.png.c22c63a51a521b2012fb132adfa69464.png

     

     

    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')

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  6. 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.
     

    2024-02-23_19-00-38.thumb.png.6ac2ce399e00be9b13e4a8f7a5c9fbcb.png
    Screenshot by Tarian, shared in #screenshots

    Game updates

    • Tweak: Mountainous creatures (deer, goats, bighorn sheep) now take less fall damage, should mitigate issues when they flee off precipices
    • Tweak: Chickens and chicks now take slightly less damage from falls, compared with other creatures
    • Tweak: Entities (except when fleeing) now strongly avoid pathing through boiling water
    • Tweak: Hot springs now cannot spawn under lakeice or saltwater
    • Tweak: Update community translations. Added Thai and Chinese Traditional.
    • Tweak: Localization: Rock instability % in block info now localized
    • Fixed: Creatures stacking / bouncing on top of each other and thus escaping pens
    • Fixed: Inconsistent attachment of signs on left and right end of a trunk
    • Fixed: Burning entities and items were not extinguished by salt water
    • Fixed: Crashes when dying holding sling, bow and certain other items
    • Fixed: Crash when editing book, using backspace key at the end of the text, and deleting backwards through a page break
    • Fixed: Rare crash relating to Fruit press
    • Fixed: Item id remapper command /iir getid not working
    • Fixed: File drop of schematics for WorldEdit, while game was paused, could be reported as an error
    • Fixed: Localization crash in TranslationService.PluralFormat with certain formatted strings
    • Fixed: Localization strings, if plural format {p... used more than once in the same string it didn't work
    • Fixed: Garbled text on Korean translations (for existing player, switch to English then back to Korean to fix)
    • Fixed: (-rc.1 issue) Crash when repairing clutter blocks with glue from a receptacle other than Residue-covered pot
    • Fixed: (-rc.1 issue) Some containers in ruins held missing clutter blocks
    • Fixed: (-rc.2 issue) Clay forming process was messed up
    • Trader fixes:
      • Modify trader place auction slot to prevent accidental item disappearance with shift-click
      • Fixed: Resolve trader visual duplication bug for items [thanks to korobya GH PR 34]
      • Fixed: Address issue where "your offer" slots at the trader allow any item to be shift-clicked into [thanks to korobya GH PR 34]
      • Fixed: Eliminate duplicated audit logs for creative and trader inventory open/close [thanks to korobya GH PR 34]
    • API Tweak: Marked UsingHeldItemTransformBefore/After as obsolete
    • API Tweak: Missing dependencies now listed in the mod manager
    • API Tweak: Exposed GetRecipeRegistry() in IWorldAccessor
    • API Tweak: BlockEntity.GetBlockInfo() exceptions now trapped and logged, a simple error line is shown in the Block Info HUD
    • API Tweak: Added entity property fallDamageMultiplier
    • API Notice: Entity boolean property fallDamage will become obsolete in v1.20 and removed in v1.21. Use fallDamageMultiplier: 0.0 instead
    • API Fixed: Block patches with NearSeaWater placement now detect salt water properly

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    • Like 4
  7. 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.
     

    cy.thumb.png.acfe2983c9f97d1d682fb8bd9a1deaee.png
    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


     


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  8. On 2/13/2024 at 1:50 PM, Narcosis said:

    Speaking of which - are there any plans on some minor ambiance/atmosphere improvements? Playing yesterday reminded me how beautiful this game is and the only small thing I find missing is actual cloud shadows. I'd love to see those fields basked in flowing sunlight and shade running over the ground and I bet I'd greatly improve the ambiance. Would it be something difficult to even consider implementing or more a matter of being tricky to implement without greatly impairing current performance?

    Oh, I'd love to do some game juice updates in 1.20 yes, not related to clouds though.

  9. 20 minutes ago, Narcosis said:

    Congratulations on another stable release!

    Unfortunately, worldgen seems to have been changed since 1.18, yet again. Exact same world setting options produce entirely different results on vanilla client. Not a real deal breaker, but it quite literally means it's better to start all over from scratch than hope for porting of your previous structures into exact same or similar spot and honestly my biggest pet peeve with this game's development cycle. At times you simply lose interest to play long-term sessions because of how fragile the game is between the updates and knowledge all your effort and personal progression will go to waste.

    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.

  10. 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
     

    gh.thumb.png.50c7e3a664a33b4e66e8d97d74e5767c.png
    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

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  11. Dear Extraordinary Survivalists
    v1.19.1, a stable release, can now be downloaded through the account manager

    2024-01-16_11-33-14.thumb.png.23066102ccc85a7deaa10954f4915ff4.png
    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


     


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  12. 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



    Added indoor rain ambience system


    Overhauled First-person mode: Now with hands!
    newfpmode.webp

    Cave-in system: Build support beams to prevent getting buried alive (only on by default in the Wilderness Survival mode)
    caveins3.gif.cc7496069f538f549e4d441ac59ac262.gif

    Added 11 species of deer and more!
    2023-10-28_14-02-43.thumb.png.72e93c34693b8e2b6a3dc0ae2b596159.png

    Added 11 types of goats
    goats.thumb.png.37724bb4a3e82d7d29f76b197a51f91c.png

    Animal catching: Domesticated animals can be picked up with a basket. Wild animals can be trapped, if small enough.
    acatch.gif.8c7ff551991fb77b75413b049732acd7.gif

    2024-01-17_21-52-25.thumb.png.35059c990946885eab420e22428b22cf.png


    Added antlers and horns, which can be harvested and mounted on walls
    horny.thumb.png.1d7dfddcd260ed4da1299e937848436f.png


    Fully reworked surface ruins
    ruins2.thumb.png.4ff4587a6dded5ede0c2493910c3daf4.png


    Fully reworked underground ruins
    2023-12-21_13-22-55.thumb.png.589e69278db4197052fac87ac2e73a0a.png


    Reworked crystal vugs: Now with colorful coverage all around
    vugs2.thumb.png.6149f65d469c778a51b400fb4ba3fa9d.png

    New Accessibility settings
    accessibility.thumb.png.006e7da6a94a9d511c36e1443ffb22c1.png

    Added Command Handbook (in Creative mode)
    chb2.gif.dc4090ad0d33e0006ad73e82705c75df.gif

    Added Scroll racks, also lets you store Tuning cylinders
    scrollrack2.gif.d2bba19d14dd4fab69337e98686aa4e8.gif

    World map tweaks: No longer super revealing by default, but instead it displays your prospecting results
    map.gif


    Character selector tweaks: More canon hair colors, better randomizer and the ability to use your last selection from another world or server
    charsel.gif

    More chisel power: Now supports decors and topsoil
    chisel.png.034a25757b4d146e3939aa5257d7ebee.png

    Overhauled/new 3D models for troughs, buckets and seeds
    3dmodels1_19.thumb.png.a1082b8e0d151c63a1baa73e04cca196.png

    Added Tule and Sedge plants
    tule.thumb.png.0d5fb92ee4e83bbc0e09bda30f9235fc.png

    Added live preview during schematic import
    livepreview.gif.01edd7e2771705ffd87225901a4652b1.gif


    Added warning icon to outdated mods
    warning.thumb.png.da7000427f5a357be791d4ed549ac241.png


    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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    • Thanks 1
  13. Dear Extraordinary Survivalists 
    v1.19.0-rc.7, a release candidate, can now be downloaded through the account manager.

    [Edit:] Also release rc.8 to fix a mod incompatibility issue as well as - we believe - improve macOS support

    Stable approaching.... slowly.... #3

    2024-01-08_00-47-13.thumb.png.1579de02a7eca56eda09f011c953833f.png
    Screenshot and Build by Galejro

    Game updates

    • 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: The game (-rc.8 version) can now be run on recent macOS versions (Monterey, Ventura, Sonoma) directly after downloading it.  .NET Runtime 7 is required of course  [Detail: the macOS x64 download is now self-contained with all its dependencies and therefore without the need for Homebrew or other complex commands in Terminal]
    • Fixed: Journal dialog overflowing from too many elements in the list. Now has a scroll bar
    • Fixed: Vintagehosting Join Server not working when used with a password
    • Fixed: --setconfig argument not working
    • 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: Issues with the new HRTF setting and Music
    • Fixed: .debug find command now returns accurate coordinates
    • Fixed: Display resolution issue when starting the game on very high resolution monitors on Mac
    • Fixed: Bitter bolete now only deals 1 damage. It's not poisonous but it tastes awful...
    • 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
    • 1.19 related changes
      • Tweak: Changed and balanced village generation, also, now large structures in cities are able to generate!
      • Revert: Adding hitboxes to loose flints, ores and stones: they cause more trouble than they are worth
      • Fixed: Goat sound bleatweird not playing
      • Fixed: Goats' running animation now at normal speed when catching up with other goats.
      • Fixed: Gasifier not igniteable with torch
      • Fixed: Translocators having invisible rubble blocks
      • Fixed: Crate recipes handbook derp (API: was a bug in all recipes using CopyAttributesFrom)
      • Fixed: More basket trap derps: Exception thrown in some cases, basket with animal placeable, placed block rotation lost on reload,
      • Fixed: Basket trap recipe derp in Handbook
      • Fixed: Interaction issues with the basket trap
      • Fixed: Cleaver not working properly anymore
      • Fixed: Game crash when exporting block/item pngs
      • Fixed: Bighorn sheep stepheight change from rc.6 not properly applied
      • Fixed: Restore faster single-player game startup time
      • Fixed: When creating a backup using /db backup inside a Docker (Pterodactyl) it would fail [Detail: the issue seems to be in conjunction with Docker and Pterodactyl which uses a tmpfs (in memory) for /tmp with a size 100mb that caused issues when executing the vacuum after backup, but that was not a issue in a regular Docker container without tempfs]
         
    • Api Tweak: new server event OnWorldgenStartup added, which will be triggered after EnumServerRunPhase.WorldReady and before RunGame. Reverted in rc8
    • Api Fixed: Tiled textures selector working correctly when textures have been rotated (the selector sequence is now also rotated)
       

     


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  14. Dear Extraordinary Survivalists 
    v1.19.0-rc.6, a release candidate, can now be downloaded through the account manager.

    Stable approaching.... slowly.... #2
     

    image.thumb.png.bf3cdd941288918fa0a1d2f990606070.png
    Screenshot by Anclet

     

    Game updates

    • Tweak: New Directional Audio setting in Audio Settings, to enable HRTF audio (positional 3D audio for headphones). Switching it off (the default) should address some users' sound issues
    • 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: Basket trap now only 50% successful at trapping animals. Added sounds to basket trap. Basket trap orientation now follows player placement rotation. Wolf pups are now basket trappable, and meat is usable as bait. More adjustments still planned...
    • Tweak: Bighorn sheep step height changed to 3, to match goats. Moose step height now 2
    • Tweak: Goat and bighorn sheep spawning adjustments.  Added handbook text for goats, describing the general topography and climate in which to find them
    • Tweak: When right-clicking with a lit torch on another lit torch it no longer places the torch on the ground (happened after lighting a torch)
    • Fixed: (1.19.0-rc.5 issue) Handbook crashes for any block or item with linen in the recipe
    • Fixed: (1.19.0-rc.5 issue) Restore linen to the handbook
    • Fixed: Log spam when breaking a vessel "Missing mapping for texture code ..."
    • Fixed: Unable to squeeze honey into placed bowls
    • 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
    • Fixed: Antler mounts and Scroll racks would have no clickable link in the handbook for the planks in their recipes
    • Fixed: Error log and missing handbook entries "Unable to resolve loot vessel drop x, item wont drop", this also caused Tuning cylinders and other items to have a drop by vessel or not, depending on a random chance
    • Fixed: Potential chunk/region borders in worldgen when continuing certain pre-1.19 save games in 1.19
    • Fixed: Crash when trying to light a torch in hand from another fire source while another player or animal walks in front of you [Github issue #3362]
    • Fixed: WorldEdit copy would always apply every remapping, causing issues with the bookshelf
    • Fixed: Raccoons not eating honeycomb and berries (and similar fix for any other creatures which can eat loose items in their seekfoodandeat behavior)
    • Fixed: Raccoons not fleeing from angry bees
    • Fixed: Fixed error log about troughs when trough targeted by a wolf (or any other animal that may not have a "creatureDiet")
    • Fixed: Soldered copper sheet texture would sometimes show up amongst world-placed copper sheets
    • Fixed: /wgen regen command failing sometimes (caused by a race condition, when deleting the existing map region)
    • Fixed: BlockRandomizer with certain blocks (eg. Locustnest) would cause issues and result in missing blocks or not properly finish placing the schematic causing mingroup distance not to work properly
    • Fixed: Crate breaking decal was not being rotated when the crate is placed rotated
    • Fixed: Very rare AI pathfinder crash on servers involving crates
    • Fixed: Minor VRAM leak in crates
    • Fixed: Flint not storable in mining bags
    • Fixed: Some stones dropping from the new ruins had stacksize 0
    • Fixed: Linux game client requiring a newer version of glibc (2.34 instead of 2.28), causing the game to no longer start on some Linux distros
    • API 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
    • API Tweak: ITreeAttribute can now be sorted by key alphabetically with treeAttribute.SortedCopy(bool recursive = false)
    • API Fixed: Linen (and similar modded blocks) drawn correctly again
    • API Fixed: Character class starting items that are not wearable were not being given
    • API Fixed: JSON file patching system updated to use .NET7 and added a new op named "addmerge"

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  15. Dear Extraordinary Survivalists 
    v1.19.0-rc.5, a release candidate, can now be downloaded through the account manager.

    Stable approaching.... slowly....

    image.thumb.png.62e22730f72b719cec78303af91508af.png
    Screenshot by PeskyHuman, shared in #screenshots

    Game updates

    • Tweak: Added almost all types of aged polished rock (except full basalt and shale)
    • Tweak: Traders now sell linen by the single sheet.
    • Tweak: Loose gears when placed now no longer move around or shift texture with each added gear past 2
    • 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: Clothing trader had reversed linen prices, buying it for more than they were selling it.
    • 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: Coal pile crash in certain cases
    • Fixed: Prevent a crash when trying to break certain invalid blocks in Survival mode
    • Tweak: Removed "1.18.8 testing phase" notice in the Vintagehosting version changer screen
    • Tweak: Game client no longer displays Host/Ip when failing to connect to a game server
    • 1.19 related changes
      • Removed tiling cobblestone test blocks
      • Fixed: Game crashing when chiselling collider blocks
      • Fixed: Wrong rotation on placed linen
      • Fixed: Error log spam caused by trough
      • Fixed: Worldedit export command "/we exp filename" would always send the schematic to the client
      • Fixed: TOPTS and other servers could crash if multiple teleports in rapid succession
      • Fixed: Trough not showing suitable fodder list in block info for content using wildcard

    API Updates

    • Api 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
    • Api Fixed: Exception thrown in the logging system when a Block failed to load
    • Api Fixed: Microblocks only allowing 16 materials, instead of 255 as intended
    • Api Fixed: Game client not issuing a warning when a block texture wildcard yielded no texture
    • Api Fixed: Prevent a crash in the handbook on misconfigured harvestableDrops
       

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  16. Dear Extraordinary Survivalists 
    v1.19.0-rc.2/3/4, a release candidate, can now be downloaded through the account manager.

    Christmas day bugfix release. Happy holidays!

    [Edit:] Also released rc.3 to fix a crash on startup with SSAO disabled
    [Edit 26.12.:] Also released rc.4 to fix a server error log spam and the Vintagehosting server settings screen no longer working
     

    serbian.thumb.png.c2e9599f28b18a80082bafdec2fc5823.png
    Serbian type furnace by SirKey, shared in #screenshots

    Game updates

    • Fixed: Trader outposts generating with legacy doors
    • 1.19 related changes
      • Fixed: Player data corruption and consequent crash when landing with glider
      • Fixed: Hay was not flagged 'grass', and so no animals would eat it
      • Fixed: Missing crafting recipe for antler mounts and basket traps
      • Fixed: Ewes and sows not giving birth
      • Fixed: Dark outline around first person hands and items caused by SSAO
      • Fixed: Typo in world config screen
      • Fixed: Should fix entities invisible on Mac, hopefully for real this time
      • API fixed: Randomizer block using chance values below 100% no longer leave behind themselves on missed chance, but turn to air

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  17. Dear Extraordinary Survivalists 
    v1.19.0-rc.1, a release candidate, can now be downloaded through the account manager.

    (Note: for some Windows users downloading the rc1 installer soon after first release, Windows may popup a warning "Windows protected your PC: Windows Defender SmartScreen prevented an unrecognised app from starting". Don't worry, the game is safe! The reason is essentially that this rc1 release is too new for Windows Defender to recognise it: we are working with Microsoft on this and it should improve as time passes. If you get the popup warning, to install the release, please click "More info" and then allow it to continue.)

     

    One broken central heating system, one leaking roof due to ice buildup and one appendectomy later (and that's only Tyron!) the team are at long last able to bring you our next major update! As mentioned in the 1.19.0-pre.1 blog post, our goal for this update was the polishing of existing game mechanics and some clean up of the game engine code. As usual, we also added just one or two new features into the game at the same time. In total this resulted in about 450 features, tweaks and fixes. A heartfelt thank you goes out to everyone who tested the pre-releases of 1.19 - your feedback is very valuable to us!

    We're glad we could get out the rc.1 release just before christmas, so with that in mind, we wish you Merry Christmas! 🎄
     

    Can I start playing 1.19 now?
    We are decently confident that your old (or new) worlds will not break. If you want to be on the safe side though, wait until the stable release.

    Still unfinished
    Wild animal trapping needs tuning and we'll likely add re-bindable mouse buttons to the game controls settings before stable. The new first- person mode will also very likely receive further tuning.

    Game update trailer

     

    Screenshots (of new stuff since pre.1)

    Added 11 types of goats
    goats.thumb.png.37724bb4a3e82d7d29f76b197a51f91c.png


    Snowballs! Frosty-fight friends and foes alike

    All underground ruins fully reworked
    2023-12-21_13-22-55.thumb.png.589e69278db4197052fac87ac2e73a0a.png

    Added antlers and horns, which can be harvested and mounted on walls
    horny.thumb.png.1d7dfddcd260ed4da1299e937848436f.png

    Added indor rain ambience system

    Added Tule and Sedge plant
    tule.thumb.png.0d5fb92ee4e83bbc0e09bda30f9235fc.png

    Added warning icon to outdated mods
    warning.thumb.png.da7000427f5a357be791d4ed549ac241.png

     

    Game updates

    • Everything listed in the 1.19.0-pre.1 devlog post
    • Feature: Added 11 types of goats
    • Feature: Added new Music track "Arctic Winds" for the polar regions
    • 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: Added 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 mounts
    • Feature: Added new rain ambient sounds to rain-exposed glass (glass windows or glass ceilings)
    • Feature: Added new rock-typed rubble blocks for the new ruins (creative mode only at the moment)
    • Feature: Added one more room to the Resonance Archives. Various tweaks and fixes
    • Feature: Rough implementation of wild animal trapping (WIP)
    • Feature: Added 3 new beards in the character selection screen
    • 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 will be craftable from thatch only.
    • Feature: Added new Brown Sedge plant in wet/marshy areas in warmer climates. They drop dry grass
    • Feature: Microblocks, such as the chiselled blocks in ruins, can now be excavated from soil. Cobble microblocks drop stones when broken
    • Feature: Outdated mods will now be visually marked as outdated in the mod manager, with a warning sign
    • 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
    • Tweak: Gameplay balancing
      • 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: 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)
    • 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: Visual fine tuning
      • Feature: Added crystal layer decor block for all crystal types (to be used in a future crystal vug rework)
      • Tweak: Fixed godray ray directions. Before, the rays would not exactly start from the center of the sun. Increased god ray intensity and fine-tuned its shader
      • Tweak: More haptic menu buttons
      • Tweak: Added copper rim to normal and tall display cases. Reduced opacity of aged tall display cases by 50%. Added 4 variants of aged firepit clutter.
      • Tweak: Improved sieve item textures. Added clothing drying rack clutter. Some changes to fancy bed with drapes.
      • Fixed: Ambient occlusion from stairs, slabs and other non-full cubes was broken in almost all directions
      • Fixed: Water against solid/near-solid Microblocks is now rendered correctly
      • Fixed: Incorrect block breaking overlay on Bamboo
      • Fixed: LOD popping at very short view distances (32 and 64)
    • 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 and loose stones (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 stones and ores, and 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: 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 ~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 firepit clutter blocks, clothes drying rack clutter block, another variant of aged tall display case, another variant of a ruined bed
    • Tweak: Added various human and animal skeleton clutter blocks: like other clutter blocks these are rotatable
    • Tweak: Add item description for knife blade items, to try to help new players who think that knife blades are knives
    • 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: Added "/dev settranslateable true" command to mark a looked at sign block as translateable
    • 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: new /entity cmd <entity> birth command to test entities' multiply behavior (could also feasibly be used by a command block)
    • Tweak: Don't crash on invalid block entities
    • Tweak: Added "Color Accurate Worldmap" world config to enable the previous, full color map style
    • Tweak: Avoid a crash on an incorrectly created crucible itemstack
    • Tweak: Slightly increase the chance for hail
    • 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
    • Tweak: Updated some of the hover text for Settings menu (Resolution, Chunk upload rate limiter, Mouse modifiers locked to Sneak/Sprint)
    • Tweak: Better hover info text on "landform scale" world config, changed selectable values to 20% increments instead of 10%
    • Tweak: Add missing hotkey reminders for other interface settings
    • 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: 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: Can now lower the first person hands to one's liking in Settings -> Interface  
    • 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: Implement Greenhouses mechanic explanation in the Handbook, and fix its lang strings
    • Tweak: Added command /entity cmd [selector] rmbh [code] to remove a behavior at runtime
    • 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 deer and several other animals.  Wolves will now attack some of the smaller deer species, and fawns
    • 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: Dead animals now show in their block info if they got electrocuted
    • Tweak: Falling rock from cave-ins now very painful
    • 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: Add optional kill radius parameter to command /entity wipeall
    • Tweak: Localise chat messages about schematics received, and fixmappings
    • Tweak: Crash reporter: Only show event logs matching the game version in the crash reporter and filter them to Application Error
    • 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: 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: 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
    • 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: 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: 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]
       

    API Changes

    • 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]
    • 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"]
      },
    • 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
    • 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-pre.10

    • Tweak: Added managed/total memory to /stats and debug screen
    • Tweak: Update community translations
    • Tweak: All neck wearables are now 3d format.
    • Tweak: add detailed OS information to VSCrashReporter
    • Fixed: secondary exception if game crashes on startup for another cause, see Github #3326
    • Fixed: (1.19 issue) Unstable rock could have runaway collapse events in certain situations including near mantle, fixes Github #3298
    • Fixed: display text in Crucible: changed from 'x unit of metaltype ingot' to 'x unit of metaltype"
    • Fixed: Client crash when joining a dedicated server
    • Fixed: Shader compile errors on Mac
       

    View full record

    • Like 5
    • Amazing! 1
  18. No, there won't be a Vintage Story 2, as there is no need for it. The planned content on the roadmap is enough for 2 decades of a great many content, and none of it is limited by the engine, as far as I can forsee. For what its worth, I am easily annoyed by bad code, so there are component rewrites in most major updates of VS.
     

    On 11/12/2023 at 12:11 PM, dot said:

    having the company die of bankruptcy thanks to a never ending "fix feature fix" dev cycle.

    If you have this concern because we seem to publish bugfix patches notably more often than other gamedev companies - it is because (at least) I follow the RERO principle, and in my opinion, is one of the reasons why we can produce new content faster than other gamedev companies.

    I don't see how we could possibly end up in a bankruptcy position. Bankruptcy happens when you cannot pay back debt - Anego Studios SIA has no debt. Should we, contrary to the 6 year long trend of growing sales, really end up with a drop in sales, we can quite smoothly scale back development. Before it even gets to that - releasing on Steam would likely also increase sales multifold. And contrary to the usual startup culture, we are not doing stupid financial decisions, grow at breackneck speeds, get millions from investors, take on large liabilities and then sell off the company for billions...

    When I set out to create the best sandbox survival experience that I can, I not only look at the players in-game experience, but also everything involved in that creating experience, including engine architecture and long term financial viability.

     

     

    • Like 23
  19. 6 minutes ago, l33tmaan said:

    I hope the fancy new Command part of the handbook has a command for turning on that cave-in feature. 🤩

    should be "/worldconfig blockGravity sandgravelsoilcaveins"

    1 hour ago, Khornet said:

    After some further gameplay, I do have some complaints - the attack with a weapon is now synced to the actual animation, which is a lot slower. [...]
    The "player hurt" animation now plays in first person as well and from what I've experienced it INTERRUPTS your attack animation. [...]
    The "skinning"/harvesting right-click animation with the knife no longer plays any sound.

    Thanks for the feedback, we'll fix those issues, none of it is intentional

    • Like 3
  20. Dear Extraordinary Survivalists
    v1.19.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies").

    We are proud to present, our next major update to Vintage Story! The working title for this update was "Dejank Redux" - polishing of existing game mechanics. In fact, it started out with a gigantic list of items from each team member on what they individually felt could need addressing, we then narrowed it down to just a small handful. Those plans included a revisit to the death and reviving mechanics, but that became displaced in favour of a cleanup/upgrades on the game engine itself, as well as many other tweaks that also felt befitting to the title of "Dejank". As usual, some new features always manage to sneakily sneak into our updates 😉

    As with our previous updates, we continue our tradition of challenging the status quo of what this game engine can do - this time primarily by introducing a new concept we call Mini Dimensions. It is our hope that once this tech has matured, it will enable all kinds of movable multiblock shenanigans. We are excited to explore this new frontier with you, dear Community!

    Juicy Engine Tech a-plenty
    This update contains a lot of new and improved engine tech that will enable new types of game play while also ensuring that the engine still has plenty of room for the game to grow.

    • Mini Dimension System: There is now rudimentary support for world chunks to be rendered into the game world independent of their position in the standard map system. In the long term, this should allow for multiblock vehicles and other wicked mechanical shenanigans. As a first proof of concept, when importing schematics (or copying from the clipboard) through World Edit, you can now see a live preview of all blocks, positioned using this system. For technical info, see our documentation file: movchunks public notes.txt
    • Unlimited textures: The textures for blocks, items and entities are no longer limited to a single texture atlas. Therefore, mods which add a lot of new textures should never run out of texture atlas space again!  This multi-atlas system was partially included since the game's early days and is now finally complete.
    • New First-person mode: Took a lot of tuning, but visible hands are finally a thing now
    • Wearable animation support: Items that the player wears can now be animated. This is important for some clothing types such as skirts.
    • Animation system v2: A new data format, more compatible to other animation formats, such as the one made with Blender (use with Blender still relies on a community made converter, however)
    • Connected textures: Rudimentary support for this now exists, to allow e.g. a 64x64 texture be mapped onto 2x2x2 blocks
    • Chat commands code rewrite: In v1.18 we introduced a new API for commands - one that would allow for automatic documentation and future capability for a command auto-complete feature.  In v1.19 the monumental effort of migrating hundreds of existing commands to this new API is now complete!
    • World Edit commands consistency overhaul: The World Edit system grew organically over time, and it was a prime candidate for a revisit. We introduced a new, consistent command naming scheme and also filled in some gaps in its feature set. More de-jank to come still.
    • Chiseling system upgrades: We continue our efforts towards ever tighter integration of chiseled blocks as a "first class citizen". Chiseled blocks now support decor layers, naturally integrate into the terrain when they are part of a ruin, and can become submerged in soil.

    Please note
    1. This first preview release is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, possible performance issues and crashes.
    2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on info.vintagestory.at and not on this blog. As usual, a new v1.19 blog post will then come when the first full release candidate (rc.1) is ready
    3. If testing 1.19 on an old world from 1.18 or earlier, we strongly recommend making a backup copy before loading the world in 1.19.

    Still planned for rc.1
    Many of the new mechanics and game content in this preview are in a rough state, especially the new deer, ruins and new First-person mode. They will require a lot of tuning and tweaking before we can go stable. Also wild animal catching is still unfinished.
     

    Screenshots / Gifs

    Overhauled First-person mode: Now with hands! WIP
    newfpmode.webp

    Cave-in system: Build support beams to prevent getting buried alive (only on by default in the Wilderness Survival mode)
    caveins3.gif.cc7496069f538f549e4d441ac59ac262.gif

    Added 11 species of deer and more! WIP (Antlers still missing)
    2023-10-28_14-02-43.thumb.png.72e93c34693b8e2b6a3dc0ae2b596159.png

    Animal catching: Domesticated animals can be picked up with a basket
    acatch.gif.8c7ff551991fb77b75413b049732acd7.gif

    Fully reworked ruins. Very much still a work in progress (WIP), they don't all fully spawn yet.
    ruins.thumb.png.4872679e3183c1ee400a920b79e64d8f.png

    New Accessibility settings
    accessibility.thumb.png.006e7da6a94a9d511c36e1443ffb22c1.png

    Added Command Handbook (in Creative mode)
    chb2.gif.dc4090ad0d33e0006ad73e82705c75df.gif


    Added Scroll racks, also lets you store Tuning cylinders
    scrollrack2.gif.d2bba19d14dd4fab69337e98686aa4e8.gif

    World map tweaks: No longer super revealing by default, but instead it displays your prospecting results. (WIP)
    map.gif

    Character selector tweaks: More canon hair colors, better randomizer and the ability to use your last selection from another world / server
    charsel.gif


    More chisel power: Now supports decors and topsoil
    chisel.png.034a25757b4d146e3939aa5257d7ebee.png

    Overhauled/New 3D models for troughs, buckets and seeds
    3dmodels1_19.thumb.png.a1082b8e0d151c63a1baa73e04cca196.png


    Added live preview during schematic import
    livepreview.gif.01edd7e2771705ffd87225901a4652b1.gif


    Game updates

    • Feature: Overhauled First-person mode (WIP): Now a hybrid between the old standard fp mode and the Immersive fp mode. We only render the player's hands and arms, their position depends on current actions and items held
    • Feature: Added moose, elk, and 11 species of deer, each has several antler variants. (based on the assets from the Capreolinae mod, with permission. Thanks Tentharchitect!)
    • Feature: Cave-in system in the Wilderness Survival playstyle. Solid rock and cracked rock now collapses if not supported while it is being broken/placed. Enabled via world config. Use wooden beams to stabilize mines and tunnels!
    • Feature: Added Accessibility tab. Moved View Bobbing and Toggle Sprint settings there. Added 2 new accessibility settings: Camera shake strength and Wireframe thickness.
      • Tweak: Added ability to adjust temporal instability waviness in the new Accessibility tab
      • 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
      • 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
      • 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)
      • Added more depth to Dry stone wall textures. Visual tweaks
      • Redwood beams: wood grain was in the wrong direction
      • Fixed Aged fancy bed having bright green bed cover. The bed cover is now faded, aged green
      • 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. Fixed bed-fency-open clutter block missing textures
      • Faster storm dust particles
      • Improved seraph idle animation
    • Feature: Added scroll racks. Storage space for scrolls, papers and tuning cylinders
    • Feature: Added cracked ashlar blocks, deadfungi and spotty mold decor layer blocks and some book clutter blocks
    • 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] 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
    • Feature: Ability to catch small tamed animals (generation 5+) with an empty reed chest. Requires one free backpack slot
    • Feature: Raccoon and Fox pups now spawn in the world
    • 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.
      • 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: Gameplay balancing tweaks and fixes
      • Tweak: Double-headed drifters and Bells now have a chance to drop Jonas parts/sub-assemblies.
      • 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 debuffs your warmth 50% more strongly, but players now get wet from snowfall 4 times more slowly than from rain
      • Tweak: Nerfed fur clothing set warmth values, it was circumventing the need for clothing repair
      • 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: No fall damage when doing a gliding land while aiming less than 45° downwards, i.e. looking horizontal or upwards will negate all fall damage
      • 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 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: 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)
    • Feature: Added a worldconfig option to change the health regeneration speed: "/worldconfig playerHealthRegenSpeed 1".  Also available on world creation
    • Feature: Can now ignite extinct torches on lit torches, firepits, forges, pit kilns, etc.
    • 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
    • Feature: Added capability for server owners to compact savegames
      • /db vacuum: Recreate savegame to minimize disk space
      • /db prune [threshold] confirm: Deletes chunk columns where there are less than [threshold] player edits (direct block placements/breakings by a player) since 1.18.0 - note that this also allows the game engine to refresh (re-generate) the world with latest version worldgen in all these areas
      • 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)
    • Feature: All Treasure chests have now more valuable loot in them
    • 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 the game for the first time, 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: Added a stack randomizer for all Jonas items
    • Tweak: Can now shift+left click armor and wearables into the character inventory
    • Tweak: Show appreciation where it's due: new petseraph animation (untested)
    • Tweak: Entities standing on a rotating Quern now rotate as well
    • Tweak: Added tarnished steel beams
    • Tweak: Added visual hints that the Library resonator (in the Resonance Archives) is interactable
    • Tweak: World info hover box now only shows the differences from the default configuration
    • Tweak: Game text fine tuning
      • Fixed: Liquid containers showing only first decimal place and thus rounding the value
      • Tweak: Removed the '(Experimental)' suffix to large world sizes. The game engine is now stable enough for large sizes.
      • Tweak: More immersive "claimed by" error messaging, especially when in the Resonance Archives (simply reworded)
      • Tweak: Renamed 3 blocks: Crimson King maple=>Crimson maple, Green Spire cypress=>Mediterranean cypress, Stone bricks =>Ashlar blocks
      • Tweak: Oiled hides mention a bit more on how curing them works
      • Tweak: When the main menu offers to download a new update, the Confirm Update screen now has a link to the devlog entry
      • Tweak: Multiplayer server screens: don't show the server password in clear text
      • Fixed: A 'claimed' error message appearing when igniting the coal pile in the Resonance Archives generator room
    • Tweak: Audio fine tuning
      • Improved soundscape for glider gliding and Creative-mode flying
      • Over 200 sound files have been fine tuned for quality by reducing noise, eliminating popping sounds and more
      • The Resonator Music is now affected by the music slider, instead of the ambient slider
      • New eating sound for large animals
    • Handbook tweaks
      • Tweak: Handbook search now ignores diacritics in the search text  (and the same change for searching the Creative inventory)
      • Tweak: Now also displays if an item can be obtained by harvesting a creature
      • Tweak: Handbook entry for alum gives some details of where to find it
      • Tweak: Jonas generator room equipment, and Gasifier, removed from the Handbook
      • Tweak: Lamellar armor has the word 'armor' added to the name, so that it shows up in a search for "armor"
      • Tweak: Added "Mechanical power part" description to mechanical power blocks to make them more easily findable in the Creative inventory and the Handbook
    • Tweak: Improved command help
      • Add client-side .help command
      • Improved formatting of the help output in chat
    • Additional command tweaks:
      •  Added ability to individually enable world maps (in games where the map is normally disabled) using /player playername grant allowMap
      • 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]
    • Tweak: 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: Reduced default SpawnCapPlayerScaling from 0.75 to 0.5, as multiplayer servers with a large player count got completely flooded with drifters
    • Tweak: When privilege allowcharselonce was not granted, show the player an error message instead of opening the dialog to reduce confusion
    • Tweak: Removed unused workbench block from game
    • Tweak: Don't show < > buttons on books with only 1 page
    • Fixed: Pixelated background on the Download Mods screen
    • Tweak: Can no longer remove bot gear in Survival mode, now requires Creative mode
    • 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
    • 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: 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


    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)
    • 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
    • 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: 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
    • 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
    • Removed: Disabled gltf test object, gltf loading broken due to multi-atlas change (scream in #gamedev if you need this, lel)
    • 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

     

     


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