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Tyron

VS Team (Lead)
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Posts posted by Tyron

  1. Oh yes, gladly. I've now reconfigured the wiki that anyone can sign up but not immediately edit. Please sign up now and tell me your user name, then I'll grant you the editing rights. Looking forward to your contributions!

    • Like 1
  2. Version 1.5.0.1, a stable release, is now ready for download in the account manager.

    As some of you may have experienced by now, ore blasting bombs are a very useful tool that enables you to quickly mine large deposits. They were however practically harmless to the player, which was not intentional. This update makes them literally deadly if you are too careless.

    Unlike in Minecraft however, an explosion will not hurt you if you take cover behind a blast resistant wall. So in case of ore blasting bombs either stand behind a 2 block thick rock wall, or a 1 block thick wall at a distance of 5 blocks and you should be save.
     

    Game updates

    • Feature/Fixed: Explosions hardly hurting players. An ore blasting bomb explosion in the immediate vicinity (< 1.5 blocks) will now instantly kill the player. Explosion range and injury range are now separate. The ore blasting bomb now has an explosion range of 4 blocks and an injury range of 10 blocks. So from now on, when you go blast mining, you better take cover.
    • Tweak: Some descriptive texts for the clothes
    • Tweak: Game no longer crashes when the music and sound folders are deleted. 
    • Tweak: Hot metal in tool / ingot molds now cool down 3 times slower
    • Tweak: Wolf pups no longer drop anything
    • Tweak: Improved performance of large burning fires by disabling terrain collision tests for the fires smoke and spark particles
    • Tweak: /we blu now places all blocks that are also in the creative inventory. /we blu all places all existing blocks.
    • Tweak: Reduced surface copper and flint deposit occurrence by 25%. Reduced size of flint deposits by 25%.
    • Fixed: Other player name tags not adjusting to their sitting/sneaking height
    • Fixed: Distant players getting transparent and eventually fading out
    • Fixed: Exception thrown by worldedit when using world edit tools right after world reload without changing any settings
    • Fixed: Finally fixed the bug where the player wouldn't step on stairs 
    • Fixed: Animations broken on all baby animals
    • Fixed: Clay forming and flint knapping textures slightly off again
    • Fixed: The server default permissions did not allow players to build or use blocks
    • Fixed: Player screen shaking when another player got hurt

     

    Since there's nothing new to show visually, here's 2 mildly interesting testing screenshots of a bombs ray cast and a large fire test O_O

    2018-01-28_15-28-25.thumb.png.7144e1c74b6904d48f8ebdf160454f89.png 2018-01-28_20-20-39.thumb.png.c19daa6ceaa338c71c2c45bada6a8d14.png


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  3. From top to bottom the right slots are: Gloves, Necklace, Emblem (for Medals), Ring and Belt. These are still subject to change if a better idea comes along before we get to actually adding these gear pieces.

    And yes indeed! It should greatly encourage exploration, trying to find rare dress pieces.

  4. Stylish Vintarians
    Version 1.5.0, a testing release, is now ready for download in the account manager.

    This update will make multiplayer a bit more user friendly due to the addition of customizable player outfits, so we can each look not the same. Yay!
    I wanted to add some more game content but decided for an early release since there's were a few bad bugs in the previous version.

    Game updates

    • 2018-01-23_16-14-16.png.aa2ff7cfbc96bb29512c14b3cff25694.pngFeature: Customizable player outfits!
      • Everytime you start a new world or join server for the first time you will be able to select from a small range of dress pieces. We'll definitely add a greater selection in the future and make some acquirable only through ruin scavenging and trading.
      • Dress pieces otherwise act just like normal items that can be stored and traded with other players
         
    • Feature: When picking up items from the ground, the inventory slot they landed in will now vibrate to better visualize that you collected something.
      0-collecting2.gif.cd27fe433cc5c1c0e6060b0e760fd85b.gif

       
    • Feature: Mushrooms are now 3D! :o
      0-mushrooms.thumb.jpg.aca624cee124c5adbaaeed4b7c43b748.jpg
       
    • Feature: Added survival mode crafting recipes for stone path blocks (made from 5 stones and any soil) and wooden paths (made from aged planks).
      woodenpath.png.bb4fb8569628b20d51aa37f87cfa54e7.pngstonepath.png.842875e38a8089ddcc8b4ec43144f29e.png
       
    • Feature: Getting damaged now shakes the screen 
       
    • API Feature:
      • Added api methods for rendering a texture into a texture,
      • Added api method to reserve texture space in the entity/block/item texture atlas
      • Refactored TesselatorAPI texture atlas parts into their own texture atlas with some more functionality. We can now basically stream in and out of textures during runtime.
      • More mod friendly way of setting the time speed (via time speed modifiers)
      • Added ability for the engine to load mods from the data folder as well
         
    • Tweak: Sign texts are now black and centered
    • Tweak: The grid recipe for arrows now only results in a single arrow instead of 3
    • Tweak: Rewrote many server commands to be grouped together into logical components: /player and /role
    • Tweak: Added ability to set default spawn point through command /serverconfig defaultspawn x y z
    • Tweak: Improved the shape and textures of the bloomery, wooden chest, stationary basket, bucket and sign block 
    • Tweak: Some shader tweaks for the moon at dawn and dusk. Could potentially be used for further celestial objects that are also visible during daytime
    • Tweak: Re-addded new opentk version built by copygirl, might fix linux mouse issues without breaking the game this time.
    • Tweak: Animals only grow up if there is enough space to grow. This prevents them from suffocating if they are pushed to a block edge at the moment of growth.
    • Tweak: Tweaked sound distance attenuation to play at 100% within a 3 block radius, should fix some sounds being very low volumne
    • Tweak: Item/Block tool tip box now shows the item/block at 250% the normal size instead of 150%
    • Fixed: /times speed command resetting on world reload
    • Fixed: Killed animals still growing up and reproducing
    • Fixed: Game crashing when trying to place a bow on a tool rack
    • Fixed: Game crashing when igniting a block with a torch and then looking away.
    • Fixed: Server crashing and breaking save games when breaking broken firewood piles (that contained shirts O_O)
    • Fixed: Player block break animation not playing when nothing in hands
    • Fixed: Tweaked the sizes / positions of many items and blocks in the inventory guis
    • Fixed: Block schematic rotation issue when rotating by 180 degrees. Affects world edit schematics and structures created by world generation. Fixes ruins sometimes containing wrongly rotated beds.

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  5. Version 1.4.9.3, a stable release, is now ready for download in the account manager.
    Our multiplayer experience revealed quite some bugs, this should remedy all notable ones. Make sure to get this one before connecting to the server.

    Game updates

    • Feature: Cow Skulls can now be placed on walls (by skodone)
    • Tweak: Increased tree chopping speeds when using metal axes
    • Fixed: Shift + Left Click items out of the 3x3 crafting output slot disconnecting players and doing all kinds of weird things
    • Fixed: Sitting animation not shown to other players and right mouse click not released
    • Fixed: Downgraded opentk.dll again, as it breaks current versions of mono :(
    • Fixed: Custom kick messages not displayed
    • Fixed: Disconnected screen had a black background
    • Fixed: Player eating animation not playing correctly
    • Fixed: Textures on wood piles, fire pits, ingot piles and plate piles going all wonky on rare occasions
    • Fixed: Sneak + Left click in the air with clay in hands crashing the game
    • Fixed: Several sounds in stereo and thus playing not respecting positional sound rules
    • Fixed: 3rd person transforms for some blocks reaaaally wrong. Improved some others
       

    2018-01-15_19-01-38.thumb.jpg.780c9cd6c68aaa15840726ba54db79dc.jpg


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  6. Graciously hosted by @Geartwo I have finally decided to launch a (semi-)official multiplayer server for Vintage Story v1.4.9.2. I'll try to keep it somewhat moderated and more or less up-to-date with the latest stable version :D

    I'll be playing for an hour or 2 tonight at 9pm (gmt+1), so if you like, come join me for a round of plain old survival at chrometech.at. I also made a forum post where we can further discuss server related topics.

    So see you tonight, maybe :D

    2018-01-14_14-05-23.png


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    • Like 1
  7. Version 1.4.9.2, a stable release, is now ready for download in the account manager.

    Looks like 1.4.9.1 is pretty stable, so this version contains mostly minor bug fixes. I'll be bold and declare this as a stable release. Many thanks to @copygirl and @skol for providing me with several fixes for the Linux version.

    Game updates

    • Feature: Can now sneak + right click fuel and cookable items into the firepit without opening the firepit dialog
    • Feature: The saw can no be used to break logs like the axe, but won't break the whole tree
    • Tweak: In the 3rd person camera the body now lags behind the camera rotation which looks much nicer
    • Tweak: Added commandline argument --dataPath
    • Tweak: Doubled the time it takes before the char coal pit starts burning, thus doubling the time you can have to close it up (from 15 to 30 seconds)
    • Tweak: Disabled creature reproduction if any nearby chunks are unloaded. This might fix the massive uncontrollable creature reproduction that sometimes happens.
    • Tweak: Large kapok trees now have 2x2 size trunks instead of 1x1
    • Fixed: Updated OpenTK Library to latest version, might fix some linux mouse issues (copygirl)
    • Fixed: Fixed install.sh and server.sh (skol)
    • Fixed: Filled Sword molds not returning anything
    • Fixed: Mega screenshot hotkey (ctrl+alt+f12) not working
    • Fixed: Setting a new hotkey in the controls doing weird stuff if one of the keys was assigned already
    • Fixed: Sitting down not synced to the server, making it believe the player was still standing
    • Fixed: Knapping sounds not exactly playing where the knapping happens
    • Fixed: FPS graph displaying wrong values because it was offseted by 20 pixels vertically
    • Fixed: Wolves suffocating when walking into 1 block high gaps
    • Fixed: Firepit model not updating properly on extinction/ignition
    • Fixed: Player able to place the first stage of a firepit in mid-air
    • Fixed: Player sitting animation not easing out
    • Fixed: Player walk animation not playing when pressing the sit key while walking
    • Fixed: Firewood piles in underground structures dropping quartz instead of firewood
    • Fixed: Ladder placing behaving unexpectedly (when placing at a steep angle or when trying to stack vertically on the first ladder piece with a ground in front)
    • Fixed: Shadows not dropping on water surfaces
    • Fixed: Rare crash bug that can crash the server when overloaded
    • Fixed: Chat dialog swallowing first key if remapped to Enter key
       

    Wiki Updates

    • Added a page to help you with version upgrade world incompatbilities (Updating Old Worlds)
    • Added all new recipes from 1.4.9
    • Added some important notes to the fire pit and surface ores to the starter guide

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  8. Phew
    Version 1.4.9/1.4.9.1, a testing release, is now ready for download in the account manager.

    Always makes me a little nervous to release a new version with so many changes, but here we go...

    Welcome to Version 1.4.9 - a massive amount of time went into one single new feature - the new player model. We went quite overboard on this one. There's dozens of major and minor new features now working behind the scenes to give you a much better player avatar. Instead of one single walk animation there's now 30+ different animations for all kinds of activities that also dynamically blend together. 

    One disclaimer though, animations have been one of the most difficult / work intensive features we've added so far, so there's bound to be glitches and unlucky situations where the animations will look wrong. We definitely want to still tweak the system to make it look just right.

    Attention Linux/Mac Users: The location of the folder where your savegames are stored has changed, you might need to move the VintageStoryData folder manually to get back your saves.

    For the upcoming version 1.5.0 I would like to improve some on the game play content, such as an ability to set the spawn point and have player skin customization ready to use.
    I hope you like what you see! As for me, I already look forward to the next release!
     

    Game updates on v1.4.9.1

    • Tweak: Improved tree recognition when chopping trees. Harvesting acacia trees should be more pleasant again.
    • Tweak: Axes no longer loose durability from broken leaves
    • Tweak: Chopping trees with an axe drops more sticks now
    • Tweak: Shears now loose durability from each broken leaves block, but also now have 5 times more durability.
    • Tweak: Increased durability for all metal tools, particularly copper ones (50-100% durability gain)
    • Fixed: Lowered player height so one can fit through 2 block high windows
    • Fixed: Vintage Story on mono not using appdata folder
    • Fixed: Knapping recipes now also drop tool heads
    • Fixed: Game Server sometimes pausing and no longer resuming, causing it to act like crashed

    Game updates on v1.4.9

    • Feature: Complete overhaul of the player model
      • New model! New texture! 35+ new animations!
      • Seamless animations blending, i.e. can aim with a bow and walk, sneak or run at the same time!
      • Can now see what the player holds in his hands in 3rd person mode!
      • As always, all is configurable through json files for modders
    • Feature: New camera mode "Overhead". To see the new player model in all it's glory you can now use the Overhead camera to look at the player in all angles
    • Feature: Colored glass: 7 pretty variants of colored glass <3  (only for creative mode for now)
    • Feature: All tool recipes now produce tool heads instead of the full tool. Combine with a stick to get your complete tool
    • Feature: Complete overhaul of all tools models. Axes, Hammers, Hoes, Knifes, Pickaxes, Prospecting Picks, Saws, Shears, Shovels, Spears and Swords now look better than ever!
    • Feature: Straw dummy. Test your skills on a stationary, defenseless dummy :D
    • Feature: Wooden Club. Crude but effective tool for brute forcing your way out of sticky situations
    • Feature: Added all creatures to the creative inventory
    • Feature: Sleeping in beds to skip time. Straw beds let you skip 3.5 hours, wooden beds 4.5 hours and aged wooden beds 5 hours. Does not set the spawn point.
    • Feature: One new cute animation for piglets and one attack animation for roosters. Tweaked the animation speeds for other creatures. 
    • Feature/Fixed: Single Key Hotkeys now fire even with modifiers pressed. Result: Can now make screenshots while sneaking/running or change slots via keyboard keys 1-9 while running. 
    • Feature: Added clay forming recipe for 4x crucibles, 4 clay bowls, 4x flower pots and 2x ingot molds
    • Feature: Added knapping recipe for arrowheads. Tweaked existing knapping recipes
    • Feature: Ore blocks now drop themselves when mined all around, just like stone blocks do
    • Feature: Minimal intro dialog to redirect people to the wiki
    • Feature: The /stats command is now more informative, debug screen now shows avg. amount of draw calls per frame
    • Feature: Added Flint deposits near surface in rock types sandstone, shale, claystone, chalk
    • API Feature: More modding abilities!
      • Dropped the code obfuscation on the game content mod (VSGameContent.dll), this means modders have better access to the internal workings of the game content features
      • In addition, I moved about 15.000 lines of game content code out of the engine and into the game content mod or the api library. This migration also surfaced a few shortcomings in the mod api, which are now fixed!
      • Added a global event bus for mod/block communication (via api.Event.PushEvent)
    • Tweak: Loose flint blocks now drop 50% more flint
    • Tweak: Restyled most gui buttons to look like actual buttons
    • Tweak: Shears now multibreak leaves and branchy leaves together 
    • Tweak: Enabled sideways running again
    • Tweak: Enabled swimming up with the jump button again, but works better now
    • Tweak: Significant performance optimized certain situations when there is *a lot* of creatures in a small space
    • Tweak: Held item walk wobble now depends on the walk speed
    • Tweak: Improved limonite texture
    • Fixed: Glass blocks getting all white when looked at a very steep angle
    • Fixed: Domain casing issue when loading assets from other origins (mod api)
    • Fixed: More issue with spear/arrow hit detection
    • Fixed: Player shadow not visible in first person mode
    • Fixed: Added missing smithing recipe for pro pick
    • Fixed: Game crashing when breaking leaves with shears on near 0 durability
    • Fixed: Item dupe and more issues on falling block entities like tool and ingot molds
    • Fixed: Client and Server Temperature fall-off of filled ingot and tool molds no longer drift apart
    • Fixed: Game crashing if no blocks were loaded
    • Fixed: Planting seeds not updating stack size on the client
    • Fixed: A number of GPU memory leaks causing memory usage to increase notably when opening and closing many worlds without restarting
    • Fixed: Mod lang files not loaded if no domain prefix was used
    • Fixed: Game Server crashing on startup and not exiting properly when typing /stop in console >.<
    • Fixed: Game Server tick rate not at the targeted 40 TPS but at 35ish
    • Fixed: Overall scene too bright during daytime, causing snow to appear almost entirely white and sandstone sand almost entirely yellow.

     

    Screenshots

    New player model
    2017-12-18_19-36-09.thumb.png.4763023e11ee5ad18eb10d24fa09dc4d.png

    2018-01-06_16-27-39.thumb.png.36492dce28d5288ded481ae3e1f8e171.png 2018-01-06_21-13-00.thumb.png.505fad6e3527ec8903579b36d77d5ecf.png 0-anvils.thumb.png.d743d82fc5e03996318dd33b88038113.png
     

    Beating a Straw Dummy with a straw dummy
    0-strawdummy.gif.ab9f8f6b67da5db95c26d29deeb3354b.gif

    New glass blocks and flint deposits
    2018-01-07_22-27-02.thumb.png.561132e4d5acd26e92690564f01e1da7.png 2018-01-07_22-28-19.thumb.png.8e1e43dd22face6637f572109074c661.png


    New Grid crafting Recipes
    5a560489d1aaa_woodenclub.png.c557e963116a821e237b381fcd539177.png 5a56048c222f1_haybed.png.6ee6566bf22c866031162015cf7840e2.png 5a5604919b921_strawdummy.png.1f509e038034c4ab249204c4b27971c9.png sword.png.df4f3fc9e134b5f4effd72026a9604ea.png axe.png.5ad0ece75678190a7ff9659d1ab2a571.png 5a56048af0421_flintarrow.png.0e849bd608c1e3d28ee458f8e865da4b.png hammer.png.57d2d21c8e5509554a04a9ac00e5320b.png hoe.png.957e7ce0a9c6c98c5c15daf437812d02.png knife.png.6923fc1cd7ec51dae0c0a8a48824faee.png pick.png.8ac11d981afe6747eb1b81291cb5eb55.png 5a56048f63ba9_propick.png.22d217e8e8c97e2e7d3ff883490e89fb.png saw.png.7c9bc1f7063be9030871fc828f186e20.png shovel.png.3be6bf2f7866ed1ac69ccb686a46e98d.png spear.png.f2283d7d1d554caf74f32893c19cd401.png


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  9. Fellow Vintarians

    We hope you all had a great Christmas celebration! Let me use this time to organize my thoughts and give you an update on the current state of development.

    I've decided to take my time on this update instead of squeezing it into our usual 2 week release cycle. For one part because there's a big feature incoming and furthermore, on a rare occasions, Saraty and me took the holidays to play a game, which was "Don't starve together". What a punishing game :D

    Anyhow, we hope the bulk of our "don't starve" addiction is now over and we can continue on VS again :P

    Luke, Saraty and Ben were improving and animating our new player model while I was spending a lot of time working out all the kinks and quirks to make animation blending configurable and good looking. Only that allows a player to aim with a bow and walk/sneak/jump at the same time. I would love to make it even more feature rich, but for now I will probably focus on the ability to customize your characters looks. Just in recent days I decided to ditch the idea of MC style skin customization in favor of a more refined concept of ingame cloth pieces, I hope I can pull it off within a reasonable time frame. Wish me luck! :D

    Saraty also overhauled all the tools to be actual 3D models and now just voxelized textures, which combined with the new player model, look pretty awesome if i may say so.

    And finally, behind the scenes Ivan keeps building amazing stuff that makes me want to spend an entire month working solely on integrating structures and dungeons into worldgen! I'm super excited for when I can finally see them seamlessly integrated into our game.

    Survey Time

    In the essence of our constant strive to improve the game, I cordially invite you to help us make the best sandbox game we can by filling out a short survey. If you own a copy of Vintage Story, please fill in the Player Survey, for everyone else there is the Visitory Survey. Thanks!

    Moving v1.4.8 to stable

    Since I've heard no major bug reports on v1.4.8 I've now declared it stable. Pretty shadows for everyone! 

    Version 1.4.9 Teaser Video


    Happy new year everyone!


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    • Like 2
  10. Hey everybody, welcome to our new community spotlight section! I’m Luke, the team’s lead writer. Since we have such a great community, all of whom play the game their own unique way, we’d like to take the time to highlight and talk to some of our dedicated players and learn more about how and why they play Vintage Story.

    Our first guest is an exceptionally dedicated player called UmbraCreations! He’s a builder that has taken full advantage of Creative Mode and the world height potential to create a massive medieval city (which is still growing). Our team is always excited to see more of his epic  work.


     

    inside.thumb.jpg.e8c9115b8c0c5c752116d80ce3317c85.jpgLuke: The scale and detail your creations have are incredible. Where does your interest in building these giant structures come from, and how do you maintain the dedication to keep working on them for so long?

    UmbraCreations: I originated from the creative era of Minecraft before the survival "Let's Plays" became really popular on Youtube. Videos of build teams or community build-servers with epic music (no "Content ID" system yet, so all kinds of good copyrighted music) inspired me back then and it stuck with me. People back then just built whatever they wanted to build and it wasn't as competitive as it is now. A more creative and free time for Minecraft builders.

    The reason I always build over-sized projects is my personal interest in "epicness". The feeling of looking at a huge castle with good graphics/shaders on, is just something I appreciate far more than the "average" person. Unfortunately I always spend far too long looking at my projects instead of continuing my work on it xD.

    This project in particular is my dream project.

    Big projects in general are usually very rewarding in the end. So a little bit of "tunnel vision" is always required. Unfortunately my mindset continuously drifts towards emptiness and a general feeling of an overwhelming situation. Back in the days I could work for months without have to take a break but nowadays I just need to stop every few days for a day and even several weeks or more, once I'm really fed up with it. The only good development is that whenever I come back from a big "break" I always come back bigger and more epic than before. Other than that I can only say for this project in particular is my dream project, so I will always come back to it.


     

    village.thumb.jpg.7ac2ea0d1cc039f006802b0f0e5e5552.jpgLuke: Do you have a vision/blueprint for each project before it starts or is it more of an "experiment and see what I like" sort of approach?

    Umbra: This is a classic question of how it should be and how one does it  x)  

    A general idea and even a little bit more detailed plan should always come first. It gives structure and a better overview and can limit the "overwhelming feeling". But I'm certainly too spontaneous right now. Many things were not built the way as planned or even completely improvised.

    Real detailed "blueprints" are planned for the future especially for creating the epic landscapes of the map, but right now I plan everything in my head and not too detailed either.


     

    castle.thumb.jpg.16d826fd19cdf2d680f02891d7d0bed7.jpgLuke: What is it about Vintage Story that drew your interest and keeps you building here?

    Umbra: Back in November 2016 I’d been contacted and asked to become a beta tester for this game by Tyron. I'm usually not interested in Minecraft-like games, but I looked into in a bit more and saw amazing potential as well as a lot of features or potential features that would make it far easier to create my dream-project. Funny enough, what really caught my attention was the amazing height limit for building. Minecraft always frustrated me. I always wanted to build something bigger than last time but the height was in the way over and over again. This was the main reason at first why I downloaded the game and gave it a try.

    Once I was part of this community I started see how nice and respectful people were on the forum and in the chat. Coming from the pvp-server community of Minecraft and being quite literally being bullied out of the scene back then, I found it amazing how the atmosphere was in here. The staff, especially Tyron and Saraty, welcomed me with open arms and supported me all the way.

    I'm usually not interested in Minecraft-like games, but I looked into in a bit more and saw amazing potential.

    Particularly, I have to point out how much "support" I mean:  Buggy maps fixed, new blocks introduced just for creative mode, as well as some ideas like crates that have been implemented. Even world edit tools have been added on my suggestion like the mirror tool which I still use to this day and much more. And of course the positive feedback whenever I uploaded pictures or ideas.

     

     

    Luke: What's your favorite creative tool to use in Vintage Story, and do you have any quick tips for others who might be interested in building their own massive cities?

    Umbra: With a bit of shame I naturally have to say that the import tool and therefore everything that helps "copy-pasting" is my most used and beloved tool. Quite different than the Minecraft version but once you understand, easy to execute and very effective.

    As for tips for other people that have no background in building big projects etc, I can only say what I already indicated. Plan it out first! A city is a difficult project. With my building style in particular it took sometimes more than an hour or even two for a single building. A gigantic city contains many buildings, so having a limit in number to count down or break down effectively as in "today I build 5 -7 buildings, that's my goal" will help in a huge project like this. Also you will likely have less expectations on quality and style. I didn't copy paste a single building in my city yet but for other styles as well as different levels of detail and quality I highly suggest exactly that. Of course do it clever and don’t just place the same buildings next to each other over and over. Look at real cities or how other games designed their cities to get a feeling on what looks nice. But always be ready to put in a lot of effort anyways.

     

    streetview.thumb.jpg.cb4d53ddf85b80169096160ba7d2cec2.jpgLuke: What are some new features you would like to see someday in Vintage Story?

    Umbra: It's really hard to say for me

    Already a lot of features have been introduced to which I was saying "Great! It will save me so much time," but I've never actually thought of it before for some reasons. It's great to have a team that is so close to its community that you can even give them suggestions on what would be nice to have and to introduce at least a discussion about that, not to speak of even the probability that it will be included in the next update.

    It's great to have a team that is so close to its community.

    So for right now I can only think of graphic or ambiance additions. Like good water shaders with reflections or colored glass blocks that change the color of the light that shines through it. Ambient sounds that are more lively and realistic could enhance my future experience as well. Being able to tilt ("rotate") your view for cinematic camera paths would also affect me directly in a few months. Also I anticipate the mechanical power system greatly. I know it is not something I thought of personally (in a sense of enhancing my own game experience). But I do think it will greatly add to the overall survival experience. And that’s despite the fact that it doesn't actually affect me that much directly. I hope that it will be something that will bring more interest and popularity to the game. But everything in time!

     

     

    Luke: Do you have a social media presence that you'd like to share for anyone interested in seeing more of your work?

    Umbra: More than this on the forum and maybe the Vintage Story Discord server will probably not happen too soon. But in maybe 6 months or something I hope I can restart my Youtube channel and upload great videos of my map. I have great ideas for trailers and cinematics and my editing skills have increased as well. I will redesign everything and change it to VS.

    UmbraCreations on Youtube and of course my Twitter where I will certainly announce everything and maybe even exclusively upload spoilers for my future video projects.
     

    From all the VS Team, thank you Umbra for taking the time to do this interview and to show us your work! <3


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    • Like 2
  11. Realistic Vintarians
    Version 1.4.8, a testing release, is now ready for download in the account manager.

    My whole family, including me, was yet again struck down, this time by a pretty bad stomach flu, so this release is way behind of where I wanted it to be. Nonetheless it should be worthwhile your time due to the addition of shadow mapping, if you have a beefier graphics card.

    Turning the shadow quality to very high might turn your machine into an egg cooker, but man, it's so worth it:

    2017-12-02_22-44-50.thumb.png.7cea794c2293a86f2de4f629d27d73af.png

     

    Game updates

    • Feature: Realistic Shadows 
      • Creatures and terrain now drops shadows onto the terrain/creatures, depending on the sun or moon position
      • Enable in the graphics settings but requires a beefy graphics card. Won't work on low-end computers, sorry!
    • Feature: Mod manager. A first basic version - let's you see which mods are loaded and enable/disable them
    • Feature: Vertical cave connections. When exploring caves, you might now encounter very long vertical connections between cave systems.
    • Tweak: Increased block light intensity
    • Tweak: Reduced spawn rates of some animals, tweaked some animation speeds
    • Tweak: Improved creative inventory search performance
    • Fixed: Typing 'B' while writing on a sign disables the block info and similar issues
    • Fixed: Gold and Silver deposits not read by pro pick and not adhering to the distributed ore system
    • Fixed: More fixes and tweaks to improve music player track diversity
    • Fixed: Game client crashing if it can't resolve web URLs
    • Fixed: Empty moon now looks less strange during dusk/dawn
    • Fixed: Pro pick on last use never giving a reading
    • API Updates
      • Feature: Can now hook into low level mouse and keyboard events on the client
      • Tweak: Improved API documentation in various places and some code cleanups
      • Fixed: Mod Lang files not loaded by the game
      • Fixed: Registering commands without privilege not executable
         

    Game Account updates

    • Removed the birth date from the game account profiles. It's no longer require when signing up.

     

    More Screenshots

    Mod Manager
    0-modmanager.thumb.jpg.2c6000a58f2637610d8121c946c47adc.jpg


    Vertical cave connections in my test bed (the black worms)
    2017-12-08_16-59-55.thumb.jpg.b7f19a5727aca153a747be85b7e32a74.jpg


    View full record

  12. Version 1.4.7.2, a testing release, is now ready for download in the account manager.

    This should hopefully be the first and last stable candidate. If nothing serious pops up, I will mark this version as the latest stable one. Thanks for testing everyone!

    As for 1.4.8, you can already look forward to a very pretty new graphical effect that I've been teasing on twitter and discord chat! \o/

    Game updates

    • Tweak: Dropped items now survive 5 minutes longer on the ground for a total of 10 minutes
    • Tweak: Several wood based blocks can now also be burned
    • Tweak: Female boars now seek players within a range of 6 instead of 20 blocks (quick fix, we'd like to make it's behavior more intelligent still)
    • Tweak: Maybe somewhat more understandable prospecting results from the propick?
    • Fixed: Game crashing when walking away while pouring hot metal
    • Fixed: Forge contents not visible
    • Fixed: Some issues with fire pit textures
    • Fixed: More Linux file naming issues, now all asset files are just systematically lower case
    • Fixed: Aiming rectangle when using bow/stone/spear not disappearing when dropping the item or upon dying
    • Fixed: Incorrect sound paths for male boar
    • Fixed: Yet another issue with blocks/items producing white cubic particles instead of their respective texture color
    • Fixed: Reduced multiple impact sounds of the spear
    • Fixed: Server now tries to spawn you on solid ground when creating a new world (i hope it does o.O)
    • Fixed: Required Mining tier naming on blocks
    • Fixed: Creative inventory search not searching the block/item names
    • Fixed: --addOrigin argument not working as intended [Mod API]

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    • Like 1
  13. Cozy Vintarians
    Version 1.4.7, a testing release, is now ready for download in the account manager.

    A twitch follower of @copygirl named Derpyisbestponycausecute said "The game looks so warm and cosy", which kind of fits with the latest feature additions, so I'm naming it like that :D 
    Usable Beds are not there yet, but I'll try to add them next update. At least the nights should be less annoying now.

    Game updates

    • Feature: More diverse ore distribution and prospecting system
      • Most ores are no longer uniformly distributed but there are now areas of higher and lower or even zero concentration. Surface copper still appears everywhere for an easier start into the copper age.
      • With the help of the new prospecting pick these areas can be located. Break stone or rock with the prospecting pick at random locations within a 10 by 10 area to get a reading. Breaking only adjacent stones will not work well.
    • Feature: Moon phases and moon phase dependent night brightness
    • Feature: Fireflies particle effect in temperate areas during nighttime
    • Feature: New creature: Boars
    • Feature: Visible firepit contents: Currently only for cookable foods and crucibles. More to come in future updates
    • Feature: Improved main menu visuals
      • Replaced the home screen image with 5 new terrain screenshots that (should) change once a week
      • Home screen now has a gentle particle effect
      • Edge shading for the other screens and removed some alignment issues
      • More fitting welcome text
    • Feature: Improved or Tweaked creature behaviors
      • Creatures no longer turn in place, but try to turn while moving in arcs
      • Improved entity task selection to not cancel out eachother where they shouldn't, should make animations less cut off in some cases
      • Added eating animations for bighorn sheep
      • Reduced tendency for them to walk into walls
    • Feature: Can no longer instantly ignite utility blocks. Bombs, Forges and Bloomeries now require 0.75 - 2 seconds to ignite.
    • Feature: Added a black background behind the durability bars for greater clarity
    • Feature: Improved explosion particle effects
    • Feature: Easy ladder stacking. Ladders can now be more easily grown vertically up/down by aiming at top-/bottom-most block
    • Tweak: Two performance improvements
      • Disabled inside-block-collision test for creatures, saves about 5% game ticking performance, let's see if we can live without it.
      • Increased chunks-to-send per tick from 2 to 32 - seems to have no performance impact and makes previously generated worlds load up to 2 times faster! (please delete servermagicnumbers.json for this change to take effect)
    • Tweak: Bamboo now requires tool tier 1 to be broken
    • Tweak: Lowered required mining tier for bismuth
    • Tweak: Made tool/ingot mold insets darker for improved visibility, glass frames now completely opaque
    • Tweak: Snowlayer blocks no longer drop anything
    • Tweak: Improved documentation of the mod api in several areas
    • Tweak: Added 'tool offset mode' drop down to the world edit gui
    • Tweak: More block/item infos
      • Ore blocks show the required mining tier in metal names instead of numbers ("requires a copper tool" instead of "requires mining tier 1")
      • Metal Ores now have an another tooltip line showing amount of units of metal they contain.
      • Added some item/block descriptions.
    • Fixed: Various fixes to some block textures and visible seams at the edges.
    • Fixed: Eliminated some potential memory leaks
    • Fixed: Thrown spears hit detection should now be more reliable
    • Fixed: WorldEdit Spray painting Reeds overwriting water blocks
    • Fixed: Shears not breaking multiple blocks
    • Fixed: Player going all jittery while sneaking and trying to step up thin blocks
    • Fixed: Game client crashing in multiplayer when someone else flips itemstacks
    • Fixed: Fairly severe issue with ticking block entities not unloading on chunk unload. Under certain circumstances this caused reeds to regrow instantly or replacing burned out turches to instantly burn out again.
    • Fixed: BlockEntity container contents getting garbeld up when imported inside a schematic from a different schematic. These now automatically fix their blockid/itemid mappings
    • Fixed: Placing a clayforming or knapping surface deleting blocks that it should in some cases
    • Fixed: Visible seams between various block edges on custom block shapes. Fixed incorrect UV mappings on wooden doors.

    Screenshots

    Prospecting
    0-prospecting.thumb.jpg.a9b34d80ee9566263b8d4bf2b4f5fa4d.jpg

    Moon Phases and Fireflies
    2017-11-22_11-07-58.thumb.jpg.59b5955c0cb2ba87c56ddaf77d478969.jpg

    Boars
    0-boars.thumb.png.c1adc37755486c2e39f12a8859942498.png

    Visible Firepit contents
    0-firepit-meat.thumb.png.1cfae5d2f2dede3531d0e7ee02095b98.png 0-firepit-vessel.png.bc3cc2833e78d192ec7b176d0d32f0ee.png

    Mainmenu upgrades
    0-mainmenu2.thumb.jpg.1a388733c5c73cbcada624f12b96964d.jpg


    View full record

    • Like 2
  14. Version 1.4.6.2, a stable release, is now ready for download in the account manager.
    I was not prepared for the brunt testing force called InsommniaKitten. So here's another big list of fixes and some low-impact (engine wise) tweaks :D

    By the way, here's some random statistics I was curious about - on how many days I was actively programming on the game. I took the git commit logs to check whether I checked in new code as a rough measure for that: http://files.tyron.at/perm/tyron-activity.html
    What you don't see in the graph are the times I was programmming but not checking in anything or working on anything else not related to the games source code, like videos, the website, the wiki, the authentication servers or answering questions of the team and community.
     

    Game updates

    • Feature: Added ability to set the game window border to fixed or borderless in the graphics settings (for @copygirl <3)
    • Tweak: Ladders now require support by any block or the whole stack of ladders will break
    • Tweak: Hitting cancel when generating a new world will now stop the server much faster
    • Tweak: Kapok now yields only 2 firewood
    • Tweak: Doubled occurence of bismuth deposits, whereas Iron, coal and deep copper deposits are less common now. Added super rare but massive cassiterite deposits. Some other minor deposit tweaks.
    • Tweak: Doubled durability for hammers
    • Tweak: Added a 15-30 minute cooldown on music tracks which should give other tracks the opportunity to play instead which before were probably never selected.
    • Tweak: Improved linux installer script by @skol
    • Tweak: Player now stands up when trying to walk while sitting
    • Tweak: Larger font for Itemstack sizes
    • Tweak: Smithing crafting outline more visible
    • Tweak: (off by default, but the game can now auto-pause when you task out. Set pauseGameOnLostFocus to true in clientconfig.json before starting the game)
    • Tweak: Disabled jumping in water, it's not supposed to be there anyway, imo
       
    • Fixed: Unable join mulitplayer servers when previously a singleplayer world was loaded
    • Fixed: Game rarely crashing when chunks with creatures in them are loaded (related to animation)
    • Fixed: Torch burnout and Reed regrowth occring after 24 ingame hours instead of 3 days and 7 days respectively.
    • Fixed: Firewood piles able to overwrite blocks that it shouldn't
    • Fixed: Auth server verification during game startup now guaranteed to give up after 10 seconds. Used to be up to 90 seconds
    • Fixed: Block entity exceptions during initialize hard crashing the game client. Now just logged.
    • Fixed: Search results in creative inventory not updated when switching tabs
    • Fixed: Blockbreaking overlay completely black when dynamic lights are set to 0
    • Fixed: Block placing sound jumping between left/right speaker while strafing
    • Fixed: Block Info Hud flicker when breaking/placing blocks
    • Fixed: Vines not breaking properly when they lost support
    • Fixed: Itemstack tooltips sometimes clipping outside the game window
    • Fixed: Able to attach a floating berry bush on a ripe berry bush
    • Fixed: WorldEdit Gui labels breaking into multiple lines on gui scale 7
    • Fixed Leather block break sound not using leather sound, changed brick place sound
    • Fixed: Bamboo, Sapling, Painting and Iron door Selection/Collisionbox incorrect
    • Fixed: Wrong name and pick block for sideways logs and several other blocks
    • Fixed: Berry bush block breaking particles gray instead of green
    • Fixed: Itemstack Tool tip boxes not tightly fitting its contents

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    • Like 1
  15. Thanks to the thorough testing by you all we managed to squash a lot of bugs \o/
    If no major issues appear then I will declare this version as stable in a day or 2. Enjoy!

    Note: For those of you that had the 1.4.6.1 pre-release - the pigs are gone again for the next feature release, it might log some errors when opening a previous world but should run fine otherwise.

    Game updates

    • Tweak: Savegames now remember the ambient settings that have been tweaked through the world edit gui
    • Tweak: Whole tree chopping no longer drops sticks
    • Tweak: Halved spawn rate of all creatures
    • Tweak: Replaced torch sound for @InsommniaKitten ;-)
    • Tweak: Removed unnecessary 'X' Icons from the Singleplayer world list and MP serverlist
    • Tweak: Increased torch light duration from 2 to 3 days.
    • Tweak: Increased reed regrowth time from 5 to 7 days.
    • Tweak: Improved readbility of slider tooltips
    • Tweak: Added warning texts when selecting large world heights
    • Fixed: Outdated texts on the playstyle buttons
    • Fixed: Select block outline jumping for 1 frame when placing blocks
    • Fixed: Exception thrown when typing '/gamemode 2' in the server console
    • Fixed: Some unreported exceptions thrown when loading worldedit workspaces. Might be a cause for other issues
    • Fixed: Don't crash the server if mono decides to fail us on Console.ReadLine()
    • Fixed: Falling tool molds leaving behind ghost blockentities and crashing the server on chunk reload
    • Fixed: Input text fields not unfocusing correctly (i.e. on the login screen)
    • Fixed: Login error messages not in a human readable form
    • Fixed: Missing names for bamboo stakes, knapping surface and several others
    • Fixed: Player able to clip into blocks while sneaking along edges
    • Fixed: Rendering issues when setting dynamic lights to 0
    • Fixed: Bloomery base dropping itself instead of bricks
    • Fixed: Entity rendering issues on certain graphics cards
    • Fixed: Rare occasion where eating food replenishes several times it's amount of saturation
    • Fixed: Game crashing randomly on ingot piles
    • Fixed: Eating mushroom animation all wonky
    • Fixed: Rare crash when using the ingame video recorder
    • Fixed: Missing blocktypes not rendering at all. Now shows as "Unkown block id XXX".
    • Fixed: Game crashing on missing files that are non-critical 
    • Fixed: Log blocks listed twice in the creative inventory
    • Fixed: Godray rays going all curvy. Now there is a high quality setting that prevents that.
    • Fixed: Sun/Moon moving in the sky when looking around (i.e. following the player)
    • Fixed: Game pause screen not pausing clouds and ingame world time
    • Linux fixes
      • Fixed: Missing game icon under linux
      • Fixed: Client not starting under linux
      • Fixed: "/bin bash" typo in server.sh
      • Fixed: Broken install.sh script (by @cynthia)

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    • Like 2
  16. 2 hours ago, stefan said:

    sorry to bring you bad news again, but this version is not working on linux (i did not check the previous ones as i was busy). i know what it means to develop something and i can only imagine what a pain it must be to develop for a shitty operating system like windows. just thinking about it makes me queasy. so you really have my respect.

    i had to change the music file "Night to Day.ogg" to lowercase to start the game.

    after i clicked "create" to create a new world i got the following output in the terminal:

    (to make sure there were no path issues i even used the install script.)

    
    18:16:47 [Client Notification] Loading client side mods...
    18:16:47 [Client Notification] Will search /home/stefan/ApplicationData/vintagestory/Mods for mods
    18:16:47 [Client Notification] Found 2 mod packages
    18:16:47 [Client Notification] Instantiated 23 mods classes
    18:16:47 [Client Notification] Done loading client side mods.
    18:16:47 [Client Notification] Found 0 external assets in category blocktypes
    18:16:47 [Client Notification] Found 0 external assets in category itemtypes
    18:16:47 [Client Notification] Found 0 external assets in category lang
    18:16:47 [Client Notification] Found 0 external assets in category lore
    18:16:47 [Client Notification] Found 0 external assets in category worldproperties
    18:16:47 [Client Notification] Found 0 external assets in category sounds
    18:16:47 [Client Notification] Found 0 external assets in category shapes
    18:16:47 [Client Notification] Found 0 external assets in category shaders
    18:16:47 [Client Notification] Found 0 external assets in category shaderincludes
    18:16:47 [Client Notification] Found 0 external assets in category textures
    18:16:47 [Client Notification] Found 0 external assets in category music
    18:16:47 [Client Notification] Found 0 external assets in category dialog

     


    Bad news is better than no news ;-)
    Thanks for the report, i fixed the music track thing, could you also drop me the all the log files, if they exist. (should be in /home/stefan/ApplicationData/VintageStoryData/Logs in your case)

     

  17. Lava in caves will start emitting light only in newly generated chunks and it's pretty faint light for now. We'll have to carefully tweak the light levels because *lots* of light sources in close vicinity is currrently a bit of a bottleneck in the engine.

  18. Iron Vintarians!
    Version 1.4.6, a testing release, is now ready for download in the account manager.

    This is it lads! Over a year has passed by since we reached our first major milestone - the "Creative Mode Release" version of the game. For most of this time we have been tirelessly working on countless survival features. Today we will retire this title and officially announce Vintage Story 1.4.6 as the first version than can rightly bear the mark of a "Survival Mode Release". Let this be the start of something much greater!

    Please Note: This update will rotate all your toolracks by 180 degrees and in turn pop of the wall, sorry about that. I made some changes for the sake of consistency.

    Website Updates

    • New trailer! 

    Game Updates

    • Feature: The Iron Age
      • Can now construct bloomeries for high temperature smelting (like limonite ore)
      • Requires a base and a chimney, for crafting recipe see below
      • Fill with charcoal or bituminous coal and limonite ore then ignite with a torch. Requires equal amounts of coal/ore in order to smelt properly.
      • Added Iron Variants of all tools, these can be smithed on bronze anvils
      • Tweaked durabilities of all tools for a better metal progression feeling
    • Feature: Underground ruins: Ghastly underground experiences and the basis for future Story related features
    • Feature: Trap doors
    • Feature: Improved Reed harvesting
      • No longer breaks instantly
      • Breaks in 2 stages, the top parts and it's roots. Requires knife in order to not destroy the roots
      • If the roots remain planted, then the tops will slowly regrow
      • The tops are for basket crafting, while the roots are for replanting or eating after being cooked
    • Feature: Finally! Replaced 3x3 anvil grid recipe with a more immersive anvil casting counterpart - the anvil mold! Also requires 9 ingots instead of 7. Removed the old grid recipe for anvils.
    • Feature: Finally! Quick inventory slot filling with holding down the right mouse button
    • Feature: Bamboo now drop bamboo stakes for planks and can also be chopped entirely at once with an axe. See recipe below.
    • Feature: New grid crafting recipes for Wooden Bed, Chair, Clay brick chimney, Table and Bamboo planks
    • Feature: Added loose quartz stones on the surface, which drop clear quartz at a 20% chance, to be able to create quartz glass early on
    • Feature: Entities now push eachother apart instead of overlapping
    • Feature: Health and Saturation bar now flash when below 20%
    • Feature: Added /playerstats [hunger|saturation] [0..1] command to quickly set health/saturation in creative mode
    • Tweak: Berry bushes no longer have a collision box and regrow berries up to 5 times slower, but increased the chance of them spawning already in ripe state during worldgen
    • Tweak: Drifters now gradually walk away from the player during daytime
    • Tweak: New models for all saplings
    • Tweak: Animals now spawn in better randomized groups. Previously they almost exclusively spawned in a group of 1 male + 1 female + 1 infant
    • Tweak: Improved Notification message on server crash / bad connection. It is now more understandable to the user.
    • Tweak: Can now use mouse wheel to change slider values when hovering over them
    • Tweak: Made the engine more robust against corrupt save games, which should make some broken savegames playable again.
    • Tweak: Reduced saltpeter deposit occurence and size by about 33%
    • Tweak: A wolfs howl and the rooster call can now be heard from further away
    • Tweak: Halved the player detection(+chase) range for Wolves and Drifters.
    • Tweak: Can now also use the jump button to climb stairs
    • Tweak: Can now also chop whole bamboo trees
    • Tweak: Holding a stick in hands gives you 1 meter extra attack range, torches an extra of 0.5 meters
    • Tweak: Seeweed no longer drops anything
    • Tweak: New texture for quartz, sulfur and diamond ore
       
    • Fixed: Godrays discoloration issue. Together with the unanounced changes in 1.4.4 we now have quite the pretty godray shader effect. 
    • Fixed: Creatures attacking through blocks, they now test for line-of-sight before damaging players
    • Fixed: Animals often spawning in the wrong climate
    • Fixed: Animals sometimes spawning inside blocks
    • Fixed: Animals glitchy y-movement when walking against blocks the can't step on
    • Fixed: Sound Attenuation now correctly applied on large distances
    • Fixed: Rendering issues with transparent stuff on Intel HD cards, removed previous workaround fix 
    • Fixed: Setting view distance sometimes not working
    • Fixed: Surface music playing in too quick succession without breaks inbetween
    • Fixed: Lakes generating incorrectly on some occassions
    • Fixed: Block schematic import in worldedit having issues with block entities
    • Fixed: Rotating block schematics in worldedit did not correctly rotate tool racks, paintings, beds, stoves and doors
    • Fixed: One of the wood stepping sounds playing only in the left speaker
    • Fixed: Player sometimes spawning in mid-air and falling to their death after starting a new world
    • Fixed: Bamboo block names missing
    • Fixed: Worldedit Eraser and Paintbrush tools not working correctly on replacable blocks like tallgrass and liquids
    • Fixed: Block Breaking Decals now render correctly on 0-voxel thick models \o/
    • Fixed: Another possible issue that would cause Ruins to spawn floating above ground
    • Fixed: Made the top layer of lava inside caves emit light again
    • Fixed: Game not remembering if block info and coordinate hud was opened from last play session
    • Fixed: Cheap fix of white particles spawning when eating items/blocks
    • Fixed: Possible fix for entities spawning stuck inside blocks
    • Fixed: Server not loading any blocktypes/entities/itemtypes if one of them has wrong json syntax
    • Fixed: \r in install.sh and Vintagestory.desktop (but several more bugs seem to exist in the linux version)
    • Fixed: Version number not displayed in the list of installed programs on windows

    VS Model Creator Updates

    • 5 Bugfixes related to UV-Box drag&drop
    • Bugfixes to improve compatbility with old model files
    • Documented one more shortcut in the controls dialog

     

    Screenshots

    Trap doors, new sapling models and harvested state of reeds
    2017-11-06_10-13-26.thumb.jpg.04a4d7cf60ebf1795db35f18a6dc7d18.jpg

    Anvil 3x3 crafting recipe replaced with a massive anvil mold.
    anvilmold.png.d69373950b0a5c89e4f507e150bd9db3.png 0-anvilmold.png.010f3d74bdc59462c098e8ea0b067182.png

    Bloomeries for high temperatue smelting up to 1.500 degrees celsies (Iron Ore melts at 1.482 °C)
    0-bloomery.gif.c557f05fcd75771af4524389a515a0e9.gif


    Slot Quickfill and Underground Ruins
    0-quickplace.gif.c46a8f9dd7d8fd12d7c938a2c3840783.gif     2017-11-06_11-47-11.thumb.jpg.5490d44fecc59c2aad25dbb86bca321d.jpg


    Godrays Improvement
    0-godrays-beforeafter.thumb.jpg.4ece9f15dd3a60a920556d1e847748ea.jpg

    Without godrays
    2017-10-29_21-21-18.thumb.png.0732ebedff698e07df15ee945117c19c.png


    New Recipes
    5a00a71ae52bf_bloomerychimney.png.eb8a35d574e48e9fec7554866f28a771.png5a00a719da970_bloomerybase.png.5350de79dbb0c9a2c4376cab2d903592.png5a00a718d52e0_bambooplanks.png.6f8e9b8e5edd6014b71ed4152cfaed64.png5a00a71d3c3db_fireclaychimney.png.715258cfd252d7efad131ef655bd304b.pngtrapdoor.png.4b50caf604e85709383a967a0f71fe27.pngchair.png.6566ec48a74da36b6476b447a61ad8f3.pngtable.png.bfbab93d542cc05a22388b12769b4583.png5a00a71837a7c_woodenbed.png.e29c570d3b563d25664e906d1052d546.png


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