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Tyron

VS Team (Lead)
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  1. Dear Extraordinary Survivalists
    v1.18.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies").

    Phew, what a journey that was to get here - particularly the last 2 weeks got quite hectic for the team, probably the single largest combined undertaking in the game's history. Our efforts were fruitful - our first main story event is here: The Resonance Archives. I believe we've managed to create a magnificent experience - I think most players will be dazzled by the experience :D

    To discover the archives, a vast underground structure: create a new world and find a Treasure Hunter trader. He will request from you a bronze tool, and in return will give you a map of the approximate location (he's not necessarily fully reliable on this). Assuming you found it, before you venture in, make sure to be well prepared - with good armor and provisions.
    Please note: In pre.1, some aspects are a work in progress. Some things will still get changed notably. Some things will receive more polishing. There is also still a low chance that random world generation elements will prevent you from completing the entire story event, such as stalagmites getting placed at just the wrong spot. In those cases, doing the event in another brand new world should let you finish it.

    What do I do in the Resonance Archives?
    For now, we will leave it up to you all to figure out all its inner workings 😉. Feel free to ask for help in the community though, such as #gameplay-help on our discord server, but please use spoiler tags. The VS Team would love to see your first reactions on a Let's play or Stream! Also, we highly recommend you enable music and stay in survival mode (gear up from creative inventory if you must) while exploring the Resonance Archives, to get the full experience. Optionally with earphones/headset for an extra level of immersion.

    Is that all?
    Nope, there's also tons of other goodies in this update.

    • World generation got some massive upgrades. I personally can't get enough of 1.18 world generation and feel myself compelled to do another play session with my family once 1.18 is stable.
    • Rafts and Gliders add new dimensions of movement to the game.
    • The writing system lets you create your own lore
    • Over 1000 new blocks and items added (in Creative mode, 5470 available blocks and items -> 6509)

    There's something for everyone! \o/


    What about mods?
    In this update I was a bit more liberal when it comes to API changes with the potential to break 1.17 (or older) mods. This is for the benefit of more functionality, and future-proofing with a cleaner API and assets structure. Some coded mods may work if simply recompiled against the 1.18 API. For others, we believe that simple multi-file search&replace edits should generally be enough to get your codebase working on 1.18 again (Notepad++ works well for that, btw). I have aimed to list all the API changes in the changelog, as always. Modders, please let me know in the #gamedev channel on Discord if there are significant difficulties in updating your mods to 1.18 - some breaking changes can be expected, it's a preview release, after all.

    What about my old worlds?
    The pre releases have a good chance of breaking existing worlds, so make sure to backup your savegame before trying a pre. Also there will be chunk borders and no main story event in existing worlds. The chunk borders part we might be able to mitigate between pre.1 and stable. Due to the significance of the main story event, generally we expect that people updating to 1.18 will want to start new worlds. As mentioned in Discord it should now be easier for players to preserve cherished parts of existing worlds.

    (Specifically, the new /land claim download <index> command exports a copy of a player's claimed land to their own PC.  Note for now this is available only if server and client updated to 1.18-pre.1, we are looking at also in future making a new 1.17.12 game version with this command so that 1.17 servers can offer it to their players without a full update to 1.18.x.  Potentially there will be a /land claim backup/restore feature - WIP - so that players can preserve and restore their builds on a server which updates from 1.17 to 1.18 - the server would announce to players generally they should do this, individual players would back up their builds and the server store those backups in a specific folder, then the server starts a new 1.18 world, and players with permission can restore their backed up builds into the new world.)

    Please note
    1. This is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, performance issues and crashes. In next 1.18 releases, worldgen might also significantly change and therefore produce chunk borders or unknown blocks until rc.1
    2. Further preview releases will only be posted in discord #news and on info.vintagestory.at and not on the blog. A new v1.18 blog post will come when the first release candidate (rc.1) is ready
    3. It is strongly advisable to start a new world, for testing 1.18-pre.1.  This will allow testing of the new features without risk.  In any case, most people will probably want to start a new 1.18 world anyhow, because existing 1.17 worlds will lack the main story event, and the terrain generation in 1.18 is very different in terms of large-scale features like mountains, plains, land, water, etc.
    4.  Known issues already:

    • firewood can't be made into charcoal
    • occasional terrain color blending problem (different color tones of grass / trees / plants either side of a straight line through the map)
    • Resonator model changes orientation if a tuning cylinder is inserted
    • various issues with doors


    Still planned for rc.1
    A lot of final polishing of the main story event. Even more lore content: the ability to combine transcribed parchments back into a full book possibly more (wearable) gadgetry. Possibly a rewrite of the oceans world generation system resulting in massive terrain changes! Final polishing of all the other new mechanics.

    .NET7
    Concurrently to the work on 1.18 release, we are still refining our transition from .NET Framework 4.6 to .NET7. This will provide smoother performance, some future-proofing, and potentially broader stability on Linux and MacOS. At present, test builds of v.1.17 are available in a .NET7 version for Windows, Linux and MacOS. If all goes well, at some point we will also make a .NET7 build of v.1.18 available.  Though there is no certainty yet, the intention is for that then to become our standard release for 1.18 if it presents no major issues: only time will tell. We are currently interested in feedback from any Windows 7/8 users who have tried the .NET7 test build.

    In other news
    Today also marks 1 year since Russia launched an Invasion of Ukraine. One year ago, we launched a fundraiser and were able to donate 5600 eur towards humanitarian aid - we donated to a respectable charity project in our area. I will personally donate another 2800 eur in the coming days.

    Screenshots & Gifs

    Added first main story event: The Resonance Archives. A vast underground structure for you to explore, master its challenges and loot rare treasures.
    storyevent.thumb.png.803c26211a7e89efa5ef772a8e19ab28.png

    Added NPC Dialogue. You can now have conversations with traders
    2023-02-15_18-16-09.thumb.png.ac734fe5117e0ae7b8e2e568ad21eddc.png

    Added Glider: Descend elegantly from tall mountains. Added rift wards to defuse treacherous rifts near your base.
    glide2.gif.8dc452d310ab7002860869953a1cf34f.gif  riftwards.gif.9aca4f4699fe03f25e39d1db49f34afd.gif

    Added rafts. Stay dry when traversing the seas.
    teaser.gif.1ac2a420420177a521be1aabd6f40e8f.gif


    Oceans: You can now create worlds with large bodies of water. (Currently) off by default, enable it in the Customize World screen
    oceans.thumb.png.bc4ebf48c7cb05d256d48ca40c011913.png

    More diverse world generation, such as the new upheaval system, which creates large-scale mountainous areas
    2023-02-13_21-36-22.thumb.jpg.e2a1be1ce5905a67ce4d6e6590f14137.jpg

    Geologic activity system. Some areas in the world now spawn hot springs, and possibly even lava rivers closer to the surface
    2023-01-25_12-20-26.thumb.jpg.6545bd6090300b1717a9bcbc536a6ee4.jpg

    Overhauled poles. Instead of massive mountains, there are now windswept glaciers and desolate valleys
    desolateglaciers.thumb.png.9adc4186538dbbcbe6288e2b0fd9a8d2.png

    Rocktyped ruins: Ruins now adapt to the local rock strata (the builders apparently liked to source their rock locally)
    rocktypedruins.thumb.jpg.01f7a0be2194ff55492814903668b107.jpg


    New landforms: You will fall in love with the new terraced mountains and super flat areas
    ledged.thumb.png.c44c5fce694a85fe3590ffa2efab1499.png

    Moss now grows on trees
    2023-02-14_11-18-58.thumb.png.8fbc3d3d2dd54cce7486e96af3608aea.png

    Added veins of cracked rock
    2023-02-14_11-23-42.thumb.png.6f6c9d5c8d800b08f1b4456a673d2bda.png


    Added writing system and interactable bookshelves. 1.18 is also "your lore update" \o/
    writablebooks.gif.2dd5eab16240e770477dc1ed33d5646a.gifbookshelves.gif.ed9b3e40397de71be407adb00763ca45.gif

    160+ new types of butterflies and a butterfly net to catch them. Caught butterflies can be placed in display cases.
    butterflies.thumb.png.5410d1efda909ed0fda442689dae82a1.png

    Door overhaul: Added much larger doors/gates, as well as wood-typed doors, and door animations
    doorsdoorsdoors.thumb.gif.03117b5d9324920af4eaf4c8e5709d5d.gif
    3talldoor.gif.189f8f775cf75fe5d5bdecf3dbc28d9c.gif  2x4gate-s.gif.674bbbc0ff9d633fcd64db8737d5d9c9.gif


    Sign block overhaul: Can now change font size, improved writing experience and added metal plaques
    2023-02-14_11-55-17.thumb.png.b6aca7cef9a0dd6acaa2ac69faaaf746.png

    Angled beams system: A wholly different placement system for wooden beams
    beams2.gif.3b3ce894f732fdaf3ff9b947b0311de5.gif

    Improved chiseling: Glass is now fully chiselable and seamless. There is now also a chiselable "creativegrass" block in creative mode.
    seamlessglass.thumb.png.ef1f16764092693f8c8195a30f74a55a.png

    Added treasure maps. The Treasure Hunter trader offers to help you find hidden treasure ... for a fee
    2023-02-15_18-10-19.png.02fac6c27118cc9b2da1c5dd7e9cd8f4.png

    Reworked most flower models
    flowers.thumb.png.7012cf980d8da6f32e7a1c46b6442fb5.png

    Improved reeds model
    reeds.thumb.png.4c77e9e15414d4e44aafaa8b37a11557.png

    Visible fertilizer. You can now see how much fertilizer you applied to farmland
    2023-01-07_18-45-49.thumb.png.64af3850805e8cad3930c8974bc7f530.png

    Reworked firewood and orientable firewood piles
    firewood.thumb.png.337e94121c004e6631ae05ff8c78f362.png

    Improved handbook: Now shows output quantities and other QOL changes
    2023-01-07_20-50-41.png.bc87375f1bc7c3f9a4ab075f77bef33e.png  2023-01-07_20-56-56.png.5f59dded2f071fd497ceb20e746baaae.png

    Overhauled the command system.  New Command Block functionality. Command blocks can open and close doors and operate certain other activatable blocks (for example a Mechanical Power clutch). There is also a new Conditional Block which detects nearby entities meeting specified conditions, and a Ticker Block to repeat actions automatically
    commandblocks.gif.d745b3439461cdd3f66088766945469f.gif

    Players in multiplayer can now download a copy of their own claimed land to their local computer. This should help players migrate to a new 1.18 world.
    landclaimdownload.thumb.png.3741af1d8fb0bef90806e3b2f080ec26.png

    Added a tutorial mode (WIP)
    tutorial.png.a5c25897c9bd161e00659d5111d53f25.png

    Auto updater for Windows users
    update.gif.bb77518492325a4a34acf6c23c31df0e.gif

    Added ability to swap textures, limited to clutter blocks only
    textureflipper.gif.de39b6848c4623132bccfc5fe68329f6.gif

    Added wearable spectacles
    2023-02-24_08-49-17.thumb.png.abae9b50b1f8529b525d7a12aa836a3e.png

    Full visual rework of our music player - it is now called Resonator, and the media are called tuning cylinders
    resonator.gif.8f810d4860fb72ac4bcb0bdcb882fa0f.gif


    Game updates

    • Feature: The first main story event. A massive, highly detailed underground structure for you to adventure into, with many new features and blocks (not described nor pictured here, to avoid spoilers!)
    • Feature: Improved world generation
      • Added Oceans system. Disabled by default but can be set up in the World Configuration screen.
      • Added vertical upheavel system. Very large scale mountainous regions, and flattened plains regions. Configurable.
      • Geologic activity system. Some areas now have underground lava rivers closer to the surface, as well as hot springs above underground lava pools. Configurable.
      • Overhauled polar regions. Instead of mountain ranges there now are glaciers devoid of structures. Added packed ice block.
      • Added 6 new landforms: Large islands, Realistic flatlands, Realistic mountains ledged, Realistic mountains quintuple-ledged, Stepped sinkholes and "Veryflat". Fine-tuned many of the existing landforms. Increase landform sizes by 20%
      • Feature: Cracked rock now spawns like quartz veins
      • Feature: Can now generate up to 8x8 million block worlds (Experimental. Previous max was 1x1mil) (Technical info: Fixed 2 issues with large worlds - entity movement jitter and chunks saved in the wrong locations)
      • Feature: Surface ruins are now rocktyped based on local rock strata.
      • Feature: Surface ruins and trees in wet&warm climates now have moss on their logs
      • Tweak: Improved support for large world heights
        • Reduce rivulet spam high in the mountains, most apparent on large world heights
        • Ore deposits now scale with world height (except surface copper)
        • Terrain detail now scales with world height setting. Previously terrain would become very low detail at large world heights.
      • Tweak: Increased ruined village size variability
      • Tweak: Reduced trees at the north/south pole
      • Tweak: Fewer floating islands (20 block size cull threshold -> 40 block size threshold)
      • Tweak: Added another soil layer
      • Tweak: Reduced spawn depth of treasure chests
      • Tweak: The grades of the deposits bismuthinite, galena, ilmenite, limonite, hematite, magnetite, malachite and sphalerite now increase, the deeper they spawn
      • Fixed: Water lily no longer generates in very deep water
      • Fixed: Loose patches of rusty gears not spawning underground
      • Fixed: Floating sand generating on water in cold areas
    • Feature: Added Glider. Descend elegantly from tall mountains. Its crafting recipe is a potential reward from the main story event.
    • Feature: Added Rafts. An innovative 1- or 2-seater watery transportation system. Requires crude oar in main hand.
    • Feature: Added rift ward, reduces spawn of rifts by 95% in a 30 block radius around the ward. Consumes temporal gears.
    • Feature: Added treasure maps. They add waypoints on your world map pointing towards treasures. Sold by traders.  Accuracy unknown(?)
    • Feature: Writing system and Bookshelves
      • Can now write in books and parchments. Books can be signed to make then non-editable
      • Added ink and quill item, required for writing in books
      • Added fully interactable bookshelves, lets you store and remove up to 14 books in each one
    • Feature: Added 160+ new types of butterflies. Butterflies can now be caught with a butterfly net & can be placed in display cases. Butterfly spawning behavior now depends on climate and elevation.
    • Feature: Doors overhaul
      • Added 3m tall doors, as well as 2x2 gates and 2x4 gates, all of which can also be combined to double doors / double gates.
      • Doors crafted from boards are now wood-typed and no longer have a sleek look
      • The old sleek looking door can be purchased at the trader instead
      • The opening and closing sequence of doors is now animated
    • Feature: Sign block overhaul
      • Signs and labeled chests text font size is now configurable and more easily moddable
      • Sign text editor text area more accurately represents how the actual text is displayed on the sign
      • Added writeable metal plaques that use a new medieval font
    • Feature: Improved Handbook
      • Improved search result quality (prioritize full word over partial words, deprioritize ore blocks and items)
      • The handbook now displays output quantities for crafting and barrel recipes
      • Added growing properties of fruit trees to the handbook
      • New textures for diluted alum, cassiterite and chromite so one can tell apart the 3 liquids suitable to create mordanted cloth in the handbook
      • Lanterns are now grouped. Fixed Cider and Aqua vitae not listed. Fixed several links not working in the handbook
    • Feature: Added angled beams system. Allows you to create long straight lines of wood in your constructions. Comes in wood variants and some aged metals. Note: beams are purely decorative
    • Feature: Tutorial system. Can now start/stop a tutorial from the handbook. Multi-tutorial support. In pre.1, currently only has one starter guide tutorial.
    • Feature: Visible fertilizer. Fertilizer applied to farmland is now visually shown on the farm land
    • Feature: Added one new rotation option to the planks block, now acts like logs when placing (vertical, n-s and w-e)
    • Feature: Can now download land claims using command /land claim download [index]
    • Feature: The game now attempts to download unsatisfied mod dependencies from the Vintage Story ModDB
    • Feature: Added auto-updater for the Windows client (not available on Linux/Mac)
    • Feature: Added experimental playstyle called "Homo sapiens" that intends to remove all lore content from the game. WIP.
    • Feature: Dialogs and main menu now have a textured background
    • Feature: Added 50 wearable butterfly pins (creative mode only currently)
    • Feature: Added glasses face accessory for seraph
    • Feature: Added ruined weapons. Unique models with fairly high damage, but very low durability. You'll have to choose whether to use them in a pinch or keep them on display somewhere.
    • Feature: Full remake of the "music box". New model and new concept. The music player is now called "Resonator" previously "Echo Chamber", and the mediums are now called "Tuning cylinder" instead of "Resonance Archive".
    • Feature: New (survival mode) construction options
      • Feature: Parchment can now be crafted
      • Feature: Added sod roofs and debarked logs, survival craftable
    • Feature: Improved chiseling!
      • Feature: Chiseled glass is now seamless. Improved FPS in heavily chiseled areas by about 4% (thanks, Xytabich)
      • Feature: Chiseled blocks can now support climate/season colored blocks. Added "creativegrass" to the creative inventory as an example
      • Tweak: Modified how chiseling partial blocks behaves. in 1.17 it constrained the players within the original bounding boxes. In 1.18 it constrains the player within the original volume of each material.
    • Feature: Improved world maps!
      • Improved shading to better visualize the steepness of the terrain
      • Waypoints are now more visible against the map background
      • Tweak: The Add Waypoint dialog now auto suggests a name based on the chosen icon and color
      • By default, a waypoint is now created where you last died. Only the most recent death waypoint is kept. Can be disabled server wide via worldconfig allowDeathwaypointing or per player via /waypoint deathwp false
    • Tweak: Gameplay balancing changes
      • Feature: Bows now have accuracy modifiers. High end bows are now more accurate
      • Feature: Hunters now have 20% increased bow drawing strength
      • Tweak: Increased min charge time for bows from 0.35s to 0.65s
      • Tweak: Animal harvesting no longer yields bones, but breaking the carcass does
      • Tweak: For the standard survival playstyle, a respawn location set by a temporal gear is now limited to 20 uses.
      • Tweak: Prospecting pick node search mode is now enabled by default in standard survival (radius 6)
      • Tweak: Foxes, Wolves and Bears will now de-spawn after 14 in-game days
      • Tweak: Standing in lit firepits or on hot ingot/tool molds now damages players and creatures alike (though players can still handle hot ingots and tools with impunity)
      • Tweak: Player can no longer place blocks directly in Lava
      • Tweak: Lore items no longer disappear when discovering, and can be right-clicked to read directly.
      • Tweak: The sling now requires a 0.75 seconds charge time instead of 0.35s
      • Tweak: Wood chests now require 1/4th of a metal ingot to craft in the form of a new "metal nails and strips" item which can be smithed
      • Tweak: Shield blocking mechanic tweak - attacks from a steep angle (above or below the player beyond 65°) now require the player to be looking up/down to block the attack
      • Tweak: Increased steel chisel durability (5000 -> 6000)
      • Tweak: Breaking tallgrass with a knife no longer removes it but trims it. Trimmed grass no longer drops dry grass.
      • Tweak: Cassiterite, chromite, and lead now use the same quantity averaging as ilmenite, when crushed
      • Tweak: Nuggets of ilmenite, galena, chromite, and cassiterite can now be crushed in the Pulverizer. In order to maintain parity with regular ore, the yield of nuggets is less than 1.  You will generally, on average, get one crushed unit for every 3 nuggets.
      • Tweak: Animal harvesting speed bonus for higher tier knives (proportional to the knife's plant harvesting speed)
      • Tweak: Reduced Drifter max light spawn threshold from 9 to 7, to more easily Drifter-proof areas
      • Tweak: In single player, the game now fully pauses during character creation
      • Tweak: Alum deposits can now also spawn surface ores
      • Tweak: Reduced chance of calm rift weather
      • Tweak: Bighorn sheep hitbox and wander speed fine tuning
      • Fixed: Bears drowning in water
      • Fixed: Hunger exploit when eating a meal while full
    • Tweak: Visual fine tuning
      • Feature: New 3d model for reeds
      • Feature: Reworked firewood model! Also affects firewood piles, firepits and pit kilns as well
      • Feature: Added underwater Sediment disturbance particle effect
      • Feature: Particles from held torches are now also affected by wind. Tweaked fire effects of torches and firepits to be more fire-like.
      • Tweak: Increased overall scene brightness on sunny days
      • Tweak: Desert storm fog no longer appears when it recently rained
      • Tweak: Cloud visuals fine tuning. Now a bit more fluffy looking. Mitigate jarring cloud edges.
      • Tweak: More shader fine tuning (fixed horizon not same color as fog with godrays enabled, flat fog extending slightly further into the horizon, mitigate heavy smudge on the sun with godrays enabled,
      • Tweak: Snowfall is now more dense
      • Tweak: Harvesting berries now spawns some particles
      • Tweak: The "protect eyes" seraph pose during strong winds now no longer triggers if you are indoors or not looking into the wind direction
      • Tweak: Seraph now also adjusts its torso when looking around
      • Feature: Seraph now plays one of 4 random animations after being idle for 20 seconds, at a 1% chance per tick
      • Feature: Seraph can now wear spectacles
      • Tweak: Text on sign blocks is now a bit sharper
      • Tweak: Reduced see-through effect of water near the player
      • Tweak: Made rain drip particles wind affected
      • Tweak: Creature step pitching visual fine tuning
      • Tweak: Reduced shiny effect for blocks that are in shade
      • Tweak: Temporal stability twitching now disabled when not in survival mode
      • Tweak: Replaced weak block reflectivity mode with a pixelated version, the old smooth one was also broken on Nvidia cards
    • Tweak: Performance optimizations
      • New "ChunkUploadRateLimiter" graphics settings that can help you reduce potential lag spikes during chunk loading (Detail: on PCs with fast CPUs and slow GPUs, new chunks may be rendered so quickly that a slow GPU chokes up, causing intermittent frame rate drops on affected systems, when moving into new map areas)
      • Supercharged chunk generation on CPUs that have at least 8 logical processors, e.g. 4 core, 8 thread CPUs. (Technical info: Chunk generation thread no longer goes to sleep while generating at 8+ logical processors)
      • Eliminated lag spikes in some areas of the game, most specifically when searching for buckets in the creative inventory (4s lag spike -> no lag spike)
      • Improve world startup speed by ~2.5 seconds. (Technical info: Make Lang system lock-free, creation of texture atlas mipmaps now done off-thread)
      • Further improved startup performance on worlds that are using many modded blocks (or were using many! even if a mod is removed, it can have some lasting effect on block data storage in a saved game)
      • Much improved overall FPS when dropping thousands of items. (Technical info: If there is over 1500 entities loaded, dropped items will enter a physics dormancy state after a couple of seconds if there is no player in a 7 block range, where they will tick their physics 20 times slower)
      • Slightly optimize dropped item despawn behavior as well
      • Slightly increased overall FPS (Technical info: Tighter frustum culling check + do not draw moss and lichen, or loose stones at LOD2, additional face culling on less-visible distant leaves at LOD2)
      • Slightly increased overall FPS #2 (Technical info: cave art and stone, gravel overlays not rendered at LOD2; partial blocks which are fully dark (0 sunlight, 0 blocklight) are rendered only at LOD0 distance, will only affect underground as world surface blocks have sunlight values)
      • Tweak: Improve FPS by up to 23% when at max view distance. (Technical info: Clamp lod bias beyond 640 view distance, resulted in 13 FPS => 16 FPS / 17mil tris => 12 mil tris at max view distance in a heavily forested area)
      • Fixed: Client side slow memory leak (Technical info: map regions were never unloaded on the client)
    • Feature: Full rewrite of the command system to be more powerful, more flexible, self-documenting and more everything.
      • Disclaimer: WIP. Thousands of lines of code were rewritten, but not all current commands are updated to the new Command API syntax.
      • Many commands now allow for complex selectors and can operate on multiple targets at once. Full documentation will be made available by us by the time of a stable release.  For now, please use the in-game /help command, it should be able to provide full help for the commands which use the new Command API.  For example, /help tp
      • Improved /ban command. Now must supply a time span and reason before banning a user. For a reasonless permaban, added command /hardban. More informative banned screen for the banned player when attempting to join. More informative output on "/list banned" and no longer prints expired bans. Expired bans are now deleted on server startup. Bans/Unbans are now logged to server-audit.txt
      • /tp now uses the new entity and target location selector systems. Examples:
        • /tp 0 150 0           - Teleport yourself to 0 150 0
        • /tp s[] Saraty        - Teleport yourself to saraty
        • /tp Tyron Saraty   - Teleport tyron to saraty
        • /tp p[] Saraty        - Teleport all players to saraty
        • /tp p[range=12] ~ ~10 ~      - Teleport all players within a 12 block range 10 blocks in the air
        • /tp l[] Tyron           - Teleport the currently looked at entity/player to Tyron
        • /tp Tyron l[]           - Teleport Tyron to the currently looked at entity/player
      • When typing a wrong command, the command system now tries to find a similar one and suggests it as a clickable link
      • Feature: New command /setblock <code> <position>
      • Feature: New command /executeas <entityselector> <command>
      • Feature: New command /activate <position> [arguments]. For supported blocks, it should be similar to a player right-clicking or activating the block.  Currently supported: opening/closing doors, trapdoors and gates; executing a Command Block; operating a mechanical power Clutch
      • Feature: New command /entity setattr command to set attributes on an entity
      • Tweak: Removed /clearentities, replaced with /entity wipeall <entityselector>
      • Tweak: /entity count and /entity countg now accept an entity selector argument
      • Tweak: /entity remove now requires an entity selector, e.g. e[type=drifter*]
      • Tweak: Commands /cit and /chunkunload are now respectively /chunk cit and /chunk unload
      • Tweak: Command /debug cr is now /debug chunk relight
      • Tweak: Command /debug delplr is now /player [playername] wipedata
      • Tweak: Command /debug clrplrinv is now /player [playername] clearinv
      • Tweak: Command /debug setgen is now /entity setgen
      • Tweak: Command /debug setlact is now /entity setlact
      • Tweak: Changed syntax of /giveitem and /giveblock:
        • Before: /giveitem type quantity toplayername {attributes}
        • Now: /giveitem type{attributes} quantity entityselector
      • /weather command tweaks
      • Fixed /setblock not respecting block attributes argument
      • Tweak: /we mark now requires '=' prefix for absolute positions
      • Tweak: The /kill command now requires the "selfkill" privilege, granted by default, so that server admins can choose to remove it.
      • Tweak: Disable .debug commands for non-admins in multiplayer
    • Feature: More creative mode content
      • Feature: Added Conditional Block and Ticker Block as first steps to better support adventure map making
      • Feature: More Clutter.  Clutter has its own Creative tab. Added aged and rotten ebony planks, improved clutter crates, ruined small crate, more ruined tables and bed variants, ruined scroll racks, empty ruined tool racks, ruined lanterns, heavy doors, banners, pipes. aged armor stands, dirty gravel, long tables, aged polish rock, carved acacia log, ruined trunks, ruined translocator etc..
      • Feature: Can now place omok pieces on a remodeled Omok table top. Pieces can be bought at the trader.
      • Feature: Added various new block decor overlays to creative mode, such as mold, rust, spotty moss, wet gravel
      • Feature: New Aged bricks block
      • Feature: Added a texture flipper tool. Allows you to change the wood type on a number of clutter blocks.
      • Feature: Added "measuring rope" creative mode block to help with relative coordinates needed by various commands
      • Feature: new Worldgen Hook block to support generation of additional worldgen structures when this block is placed by worldgen, (see technical info in API changelog below)
      • Tweak: Added veryaged and veryaged-rotten variants of debarked logs and support beams
      • Tweak: Added several more features to the Spawner meta block
      • Tweak: Can now find all decor blocks by searching for "layer" or "decor" in the creative inventory
    • Tweak: WorldEdit changes
      • Feature: Worldedit: Added ability to gen trees with vines via "/wgen tvines 0..1"
      • Feature: Flood fill tool: Can now separately ignore water or plants
      • Feature: New chisel brush world edit tool paint in voxels
      • Feature: Added /we mpacifywater. Pacifies water in selected area - i.e. turns all flowing water into still water
      • Feature: Added /we mdeletewater. Deletes all water in selected area
      • Tweak: Added "ignore water and plants" switch for the flood fill tool
      • Tweak: Added chiselable collider meta block
      • Tweak: World edit selection tools now have a more intuitive selection behavior
      • Tweak: Air brush mode has a new "replace only selected block" mode
      • Tweak: Added /we cx, /we cy and /we cz to change the selection in x,y and z axis
      • Fixed: Imported and placed Schematics now place Decor blocks correctly
      • Fixed: Worldedit Undo/Redo not working with decor blocks
      • Fixed: Worldedit Undo/Redo borked with liquids
      • Fixed: /wgen regen sometimes not sending chunks properly
    • Feature: Textareas now support word automatic wrapping
    • Tweak: Game now starts at year 0
    • Tweak: Can now use wrench to rotate clutter blocks (also hold sneak to turn turn a block around the looked at block face)
    • Tweak: All wrench-rotatable blocks now show this in their block interaction help
    • Tweak: Disabled ram optimization setting "Do not optimize". Tends to make things worse, performance wise
    • Tweak: Reduced max resolution slider value to 100% (was 200%). Can be still increased with .clientconfig
    • Tweak: Made butterflies not flee from you when you sneak
    • Tweak: Flower visuals rework. Several flowers now use a richer model. Reworked woad texture, (still to add: reworked cow parsley, reworked california poppy)
    • Tweak: New texture for golden poppy and woad flowers. Increased golden poppy spawn chance 5-fold
    • Tweak: Firestarter can be used in claimed lands with the use permision (required build/break permission previously)
    • Tweak: Ground stored items can now be placed/removed in claimed lands with the use permission (required build/break permission previously)
    • Tweak: Fish AI fine tuning
    • Tweak: Nails and strips can now also be used for block reinforcement
    • Tweak: Echo chamber is now renamed to Resonator
    • Tweak: Added our moderators to the credits screen
    • Tweak: Better auto-guessing for the right window size and GUI scale on first startup
    • Tweak: The game is now more robust against removing/re-adding mods or blocktypes (Technical info: Block entity data on missing blocks was lost upon save&reload, it's now preserved in case the block is later re-added)
    • Tweak: Various dejanks / Quality-of-live changes
      • Tweak: Fine tuned camera position time step, might reduce frame jitter
      • Tweak: Vintagebeef now has a 3d model, tweaked pear on tree texture, fine tune roof corner 3d models
      • Tweak: Fixed minor UI issues in the settings dialog. Added "Framerate issues" link to the wiki
      • Tweak: 3rd person camera now looks through glass instead of zooming onto the seraph
      • Tweak: Vines no longer drop "end" sections
      • Tweak: Hide reticle in spectator mode
      • Tweak: Snappier plate armor step sound
      • Tweak/Fixed: The torchholder now also has a tight attachment area for chiseling
      • Tweak: Prevent creatures from stepping on stalagmites/ctites
      • Tweak: Breaking soil under ferns now removes the fern
      • Tweak: Lit torches now write when they burn out in held tooltip and burn out in 48 hours as its written on the extinct torch.
      • Tweak: The hotkeys to toggle the coordinate hud, block info hud and block interaction help (V, B, N) now require Ctrl to pressed by default (CTRL+V, CTRL+B, CTRL+N).  Our intention is to save new players from accidentally switching off this useful help
      • Tweak: Torches are no longer "Material: Other"
      • Tweak: Removed butter from creative menu & handbook. Removed unused "Crank" item from the game
      • Tweak: Parchment and books are now groundstorable
    • Tweak: Renamed 'Cooper's Reed' to 'Cattails'. Reed baskets renamed to Reed chests, to avoid confusion with reed handbaskets
    • Tweak: Added mod name to held item info if it's not a vanilla block
    • Tweak: Removed "Stove" block from creative inventory (you can still get it via /giveblock stove-unlit-north)
    • Tweak: The creative only rhodium items are now nickel
    • Removed: Instanced grass/flower rendering. Fixes flower rendering bugs.
    • Fixed: Changing sound output device broke many sounds
    • Fixed: Game crashing on world load when the installation path contained curly braces
    • Fixed: Game crashing with StackOverflowException when the VintageStoryLib.dll was not found. Now crashes with a more useful error.
    • Fixed: Game crashing in multiple locations when the survival mod assets were not loaded
    • Fixed: Sun rising in the evening when the survival mod was disabled
    • Fixed: Using wrench in creative mode consumed durability
    • Fixed: Tapestry in GUI mirrored, fixed wrong textures on the sides of tapestry
    • Fixed: Link text alignment issues with centered fonts
    • Fixed: Hacked locusts were despawning when out of player range
    • Fixed: Lighting flashes in the cloud were not removed in some cases, causing permanent bright spots
    • Fixed: Gui derp when right clicking a clay form twice
    • Fixed: Potential crashes when knapping with stones that were also suitable for cave art
    • Fixed: "Meta (Spawner)" gui creature selection derps
    • Fixed: z-fighting on seraph hand when holding a forlon estoc
    • Fixed: Group invite notification not received by players
    • Fixed: A crash related to cloth sim
    • Fixed: Wrong texture on part-baked and charred sunflower bread
    • Fixed: No linebreak made by the text editor if there were no spaces to linebreak at
    • Fixed: Wrong texture on the aged basket, added ruined basket as well
    • Fixed: Able to overfill troughs using chutes
    • Fixed: Should fix a server-side exception when a client crashes during connect
    • Fixed: Game crashing when removing a cinematic camera point when there is no points, then re-adding a point
    • Fixed: Incorrect particle collisions with clutter blocks
    • Fixed: One occasional source of "Tried to get block outside generating chunks!" error in logs
    • Fixed: Vintagehosting: Able to select a server version not compatible with vintagehosting
    • Fixed: Issues with saving macros
    • Fixed: Multiple issues with the move tool, amongst others clutter blocks not updating correctly as well as an issue when loading block entities client side
    • Fixed: Chest animations borked
    • Fixed: Animated blocks such as chests glowing if something else animated in camera view is glowing
    • Fixed: Unknown decor blocks (e.g. from removed mods) were invisible. Now they display an unknown texture.
    • Fixed: New world not starting if it can't find a suitable spawn location
    • Fixed: Multiple issues when importing a schematic from a previously modded world
    • Fixed: Prevent a very old bug where some chunks become completely black (=unlit) after reopening a savegame
    • Fixed: Armorstands not having their items when placed from story schematics
    • Fixed: Rare errors in logs reported by BETransient, on snow-covered Reeds blocks
    • Fixed: Multiple usability issues with display cases.
      • Added a line on its purpose in the handbook
      • Fixed interaction help not displayed
      • Instead of executing the default interaction when right clicking with a unsuitable item/block it now displays an error to the player

     

    API Changes

    The most significant change is a full command system rewrite. The old way of registering commands still works but is now marked obsolete. The new command system allows you to define commands using the Fluent interface design pattern, as well as have prebuilt argument parsers for you to choose from. The new syntax also allows us to automatically generate command syntax documentation \o/
    I've continued my efforts towards more behavior-based programming of blocks and items. There is a new BlockGeneric and StrongBlockBehavior base class which forward more method calls. Where possible, I tried to add or rewrite code to use block behaviors or block entity behaviors - such as the new door code. Support for multiblock structures is also improved, evident by the new large multiblock doors. The player mounting system should also be significantly more robust and flexible, see also raft code. Adding Worldmap waypoint icons is now dead simple - just drop in an svg file in the right folder.
    When a game world has loaded up, it will now print an error summary, so you no longer need to go searching trough the log files for errors. It looks like this when there are no errors:

    14.2.2023 12:22:23 [Client Notification] ===============================================================
    14.2.2023 12:22:23 [Client Notification] (^_^) No issues captured during startup
    14.2.2023 12:22:23 [Client Notification] ===============================================================

    Beyond that, there is the usual myriad of minor changes. Have a look:

    • Feature: New "StrongBlockBehavior" base class. Has a greater range of callbacks.
    • Feature: Block/Item Texture overlays now allows you to define a blend mode in json. For an example see assets\survival\blocktypes\wood\woodtyped\door.json. Available Modes: Normal, Darken, Lighten, Multiply, Screen, ColorDodge, ColorBurn, Overlay
    • Feature: All waypoint icons are now loaded from svg files
    • Feature: Story structure generation system. Allows generation of a very large schematic, once per world
    • Feature: New side-agnostic api subsystem: api.ChatCommands
    • Feature: NPC dialogue system
      • Can now add dialogue to any NPC with pure JSON
      • Supports multiple response options, setting/reading of variables, giving and requesting items, playing sounds, and more
    • Tweak: Conversable behavior should now allow for customized conversations based on character class and npc personality. If will now try to load the conversation file in the following order:
      • 1. convo-{charclass}-{personality}.json
      • 2. convo-{charclass}.json
      • 3. convo.json
    • Feature: Added BlockEntity.OnExchanged() callback for block entities where blockAccessor.ExchangeBlock() was called on
    • Feature: New Block.Activate() method. To be used for automation. Currently available for doors, trapdoors, fence gates and clutches, and Command blocks and Conditional blocks
    • Feature: Added method ForceLandformAt() to GenMaps.cs. Allows one to override the landform in a given area.
    • Feature: Added sapi.WorldManager.TestMapChunkExists and sapi.WorldManager.TestMapRegionExists
    • Feature: Added new OnTestBlockAccess event to override land claiming behavior
    • Feature: Added client side events MapRegionLoaded and MapRegionUnloaded
    • Feature: BehaviorCanIgnite now will search for a IIgnitable interface in the block, block behavior, block entity and block entity behavior
    • Feature: Added OnGetTemporalStability event to mod system "SystemTemporalStability"
    • Feature: WorldgenHook block, triggers the specified worldgen hook (set by command /dev worldgenhook) when this block is placed by a schematic during worldgen
    • Feature: Event.WorldgenHook and Event.TriggerWorldgenHook to run custom worldgen code at a particular position, triggered by something else for example placement of a specific block
    • The default Worldgen hook is "genHookStructure <assetname>" which generates structure elements from schematics according to rules specified in the named file found in folder assets\survival\worldgen\hookgeneratedstructures
    • Tweak: Added BlockEntity.OnPlacementBySchematic() method
    • Tweak: Added IServerPlayer.InWorldAction event
    • Tweak: The interfaces IMultiBlockMonolithicSmall, IMultiBlockMonolithic, IMultiBlockModular for multiblock behaviors can now also be implemented inside a BlockBehavior (previously only able to implement them in a Block class)
    • Tweak: Added ability to supply a different crop model when grown on farmland, attribute onFarmlandShape (of type compositeshape)
    • Tweak: Json patches now can be disabled via `enabled` property
    • Tweak: Added helper method Block.GetBEBehavior()
    • Tweak: Added helper method IBlockAccessor.GetInterface<T>()
    • Tweak: Non-json files in blocktypes, entities and itemtypes are now ignored by the loader
    • Refactor: "api.BlockTextureAtlas.AtlasTextureIds[0]" is now "api.BlockTextureAtlas.AtlasTexture[0].TextureId"
    • Refactor: Moved away several methods from the Block class
      • Method Block.WildCardReplace now moved to extension method AssetLocation.WildCardReplace
      • Methods Block.OnTryIgniteBlock and Block.OnTryIgniteBlockOver now moved to IIgnitable interface (make your class inherit from this interface and remove the override keyword to make it compatible again)
      • Methods Block.SetWindFlag, Block.ClearWindFlags and Block.ToggleWindModeSetWindData are now extension methods of MeshData
    • Refactor: Refactored meshing/transformation mechanism of BlockEntityDisplay class. Now caches content meshes amongst all blocks of the same class, instead of keeping a copy of every mesh for every block.
    • Refactor: Added Tesselator.GetTextureSource() and marked GetTexSource() as obsolete
    • Refactor: Gui Methods .AddButton() and .AddSmallButton() with orientation argument are now marked obsolete (simply remove the orientation arg from your code to fix)
    • Refactor: Extracted AnimationUtil class out of BEBehaviorAnimatable to be used in more universal ways.
    • Refactor: BEBehaviorAnimatable.InitializeAnimator() method reordered args
    • Refactor: Clean up survival textures folder: moved several out of place textures into various folders
    • Refactor: Removed last row in the elementTransforms uniform matrices for entity shape rendering, as its always 0 0 0 1, reduces upload overhead by 25%
    • Refactor: BlockEntityShapeFromAttributes is now a block entity behavior. The block entities "Clutter" and "ClutterBookshelf" are thus no longer necessary and were removed
    • Refactor: OnEntityDespawn event, renamed class of 2nd argument "EntityDespawnReason" to "EntityDespawnData" and uppercased its field
    • Refactor: Breaking changes to IMountable interfaces. MountPosition property now needs to return a EntityPos instead of Vec3d, removed MountYaw property (set pos.Yaw instead). Added new property EnumMountAngleMode AngleMode. Added LocalEyePos property for a sitting entity you'd likely want to return something akin to "new Vec3f(0,1,0);"
    • Refactor: Move snow cover related code from BEMicroBlock into BEBehaviorMicroblockSnowCover
    • Refactor: Deleted SyncedEntityPos class. Moved the only useful field in there (LastReceivedClientPosition) to ServerPlayer.cs
    • Refactor: GetClimateAt(), argument EnumGetClimateMode now defaults to NowValues instead of WorldGenValues
    • Refactor: If you have meat-like items in your mod or use inFirePitProps, you'll have to readjust your transforms, as the firepit spit is now diagonally placed. Sorry.
    • Refactor: ITreeGenerator interface: Moved most parameters into a new TreeGenParams class
    • Refactor: Renamed IBlockEntityRotatable to IRotatable
    • Tweak: New entity callback OnAsyncParticleTick(). Lets you spawn per-+entity particles in a separate thread.
    • Tweak: IBlockAccessor.WalkBlocks() now calls the callback method twice for the same position if there is a liquid in the fluids layer
    • Tweak: Player head control rework. Now simplified code.
    • Tweak: BlockWater now has json configurable ice block code and freezing point
    • Tweak: Firewood piles now also use the new ground storable system. Fixed ground storable issues with TransferQuantity > 1
    • Tweak: The game now logs a warning/error summary after startup
    • Tweak: Ground storage json property TessQuantityElements is now marked obsolete, use property ModelItemsToStackSizeRatio instead
    • Tweak: IMountable interface now requires 2 more properties CanControl and MountedBy
    • Tweak: IMountableSupplier interface now requires property MountPoints
    • Tweak: Massive flower assets overhaul. Moved all flower shape files from block/basic to block/plant/flower and removed redundant shapes.
    • Tweak: Sign block: Writable width, amount of lines, font size, font style and text positioning is now json configurable
    • Tweak: Transform editor now allows X-axis flipping
    • Tweak: Added ICustomHandbookPageContent interface for blocks and items if they want to modify handbook text in code
    • Tweak: New properties maxQuantityByGroup and spawnCapPlayerScaling for entity runtime spawn conditions
    • Tweak: Less hardcoded sleeping system. Can now remove the tiredness behavior from players to disable sleeping mechanic.
    • Tweak: If a block defines block entity behaviors in json but did not define a entity class, then it will now default to "BlockEntityGeneric"
    • Tweak: Prevent the game crashing from invalid blocks
    • Tweak: api.Event.MapRegionGeneration event, added argument "ITreeAttribute chunkGenParams = null"
    • Tweak: New argument for "/wgen regen" to generate only one type of landform, e.g. "/wgen regen 3 veryflat"
    • Tweak: Added chattype:// link protocol to add text to the clients chatbox
    • Tweak: Handbook pages on items/blocks now show their page code if extended debug info is enabled (.edi)
    • Internal: The ServerRedirect packet should correctly redirect the client now, untested and not available through the API yet
    • Fixed: Not able to make grid recipes with 2 liquids
    • Fixed: "shelvable: false" showed up as shelvable in the handbook
    • Fixed: Default value arg in player.GetModData() was ignored
    • Fixed: MeshData.Clone() set incorrect values for VerticesMax and IndicesMax, potentially causing any future operations on the mesh to crash due to being out of bounds.
    • Fixed: Entities imported from schematics sometimes had a wrong offset on them
    • Fixed: Fixed StackOverflow in mapregion.SetModData<T>()
    • Fixed: structures.json, Schematics property not respecting mod domains
    • Fixed: ~150 XML Doc warnings. Moved method BehaviorArtPigment.BlockSelectionToSubPosition() to BlockSel.ToDecorSubPosition()
    • Removed: "Modular" multiblock type. Was never implemented and not really useful either. Saves 150 block ids.

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  2. Dear Community
    Your votes are in, and the winners of the Winter Wonderland build event have been chosen!

    Most Original
    WinnersOriginal.thumb.jpg.1b7ec5b432b5c009645ea794d143731e.jpg

    First Place: Nyagi
    Second Place: Yada
    Third Place: Ellinus
    Fourth Place: GameSox
    Fifth Place: AmyDestroyer


    Most Detailed
    WinnersDetailed.thumb.jpg.f5ed8f57e3585e3afc630a04690139dc.jpg

    First Place: Yada
    Second Place: Credones
    Third Place: Ellinus
    Fourth Place: Rainazel
    Fifth Place: Umbrellaman


    Most Beautiful
    WinnersBeautiful.thumb.jpg.ac2234a827ab7f7104904b51347cdebe.jpg

    First Place: Yada
    Second Place: Credones + Ellinus (tied)
    Third Place: Umbrellaman
    Fourth Place: AmyDestroyer + Rainazel (tied)
    Fifth Place: Greedman + Skoliro (tied)


    Best Lighting
    WinnersLighting.thumb.jpg.21d93f9ec4b978505a94a4c3b20a8ca6.jpg

    First Place: Ellinus
    Second Place: Yada
    Third Place: Rainazel
    Fourth Place: AmyDestroyer
    Fifth Place: VSkeleton



    Overall Winners
    These builds got the most votes overall and are the final winners of the event!

    WinnersOverall.thumb.jpg.b9a87ff4eaf4d309240169303843e390.jpg

    First Place: Yada
    Second Place: Ellinus
    Third Place: Credones
    Fourth Place: Rainazel
    Fifth Place: Nyagi and AmyDestroyer (tied)

     

    The top three builds in each category will receive one free game key (limit one total per player) and fourth and fifth place in each category will receive 50% off coupons for a copy of Vintage Story.

    We were truly blown away by the outpouring of creativity, originality, and sheer building skill on display in this event. We’re so impressed that every finalist (that is, every player whose build was on the voting form) will receive a 25% off coupon.

    If you’d like to explore all these lovely builds yourself, you can download a copy of the world from our Google Drive. If the teleporters turn out to be too laggy, you can still teleport via /tp

    Congratulations to the winners. Thank you all so much for taking part in the event. Happy holiday season to all those who are celebrating, and we’ll see you at the next event!

    We will hand out the game keys and coupons to your game account email today or tomorrow 🎉


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  3. Dear Extraordinary Survivalists

    There's been lots of curiousity over what the next update will be and when it will come out. I've been sharing bits and pieces of that on discord mostly, but at this point in time it's deserving of a dedicated blog post.

    Our goal for 1.18 is to significantly advance the game's lore, a goal that has been part of our mission since the inception of Vintage Story. The VS team is very excited to fully dedicate an update to this, as we have been holding it off for a very long time.

    Ultimately we want to tell an extensive story, not only through text, but also through the game's atmosphere, fully within the spirit of a open world sandbox experience. It's up to the player if and when he wants to advance the story, or completely ignore it if he desires so. The story's end will also not obsolete your current savegame - much rather offer more interesting choices for you to make.

    In more concrete terms, and what I already partially showed off in #devlog, this will include the following:

    Disclaimer! In-Development content ahead! Things may get changed, improved or outright removed until release! Also this is a non-exhaustive list!

    1. A NPC Dialogue system, this lets you talk to traders, and possibly other new NPCs, to ask them about various things. Likely will include an occasional fetch/reward quest. Some of the dialogue will likely also be personalized to your character class and the personality of the NPC.
    npcdialogue.gif.6f62756260affcf6918ef168c2716c89.gif

    2. Interactable books and bookshelves that you can scavenge for old stories, but also write your own lore!
     writablebooks.gif.3b65bec076572d81058bf08683674089.gif bookshelves.gif.fc1cf4a2b313e4e4e6c7700358f9f0d8.gif

    3. Treasure maps. Traders will sell maps that add a waypoint to hidden treasures to your world map, or possibly locations of major dungeons?
    tmap.gif.76d0b4385cd4f0a84b50b36c14978def.gif

    4. More underground content. Most importantly one very large underground structure present in every world for you to explore, solve challenges in and uncover more about the world you inhabit. This is the one feature the team is currently spending most time on, and the one we are most excited about, I believe 😁

    underground.thumb.png.c2fc8885a9a6777fa1aba791a20f4592.png
     

    5. Lore related gadgetry. New blocks and items that will unlock new abilities or assist you in your survival endeavours
    vrooom.thumb.gif.09965a45f101944a40996de6c2538c1a.gif gear.thumb.png.85168c6fdffc767eaa15bb119b4f7b32.png

    6. Improved surface structures. Not sure how far we get, but the goal is to add a lot more atmosphere and symbolics to our overground ruins and trader structures.
    no-hints-from-file-name-this-time.png.png.cbe165a8be5b37221bb7ce7e58c82916.png

    7. Other stuff
    Beyond that, and not really related to the lore update, there will be a ton of other goodies as well, such as many new types of blocks, over 150 new types of butterflies, the ability to catch them, a tutorial system, an auto-updater for Windows game clients, improved gui visuals, many improvements to world generation, angled wooden beams with a whole new placement system, completely overhauled doors and a completely overhauled chat commands system that will bring us much closer to adventure map making capabilities for players.

    Release date
    As for the release date, we hope to get all this new content in a "release candidate" state by Q1 2023. Release candidate means all new content is done and our focus will shift to bugfixing.

    What about my old worlds?
    You can still play on old worlds in 1.18, but this is the first time I would recommend starting a new world. The world generation changes might create jarring chunk borders when discovering new terrain in old worlds.

    v1.19?
    We are treading in lots of new territory with this update, so it took us a while to nail down the direction we want to take, but by now we have a pretty good plan on where we want to be. Now, as we have mostly fixated on a plan for 1.18, we started some initial discussions on what 1.19 will be and the consensus is that it will be another dejank update - "Dejank Redux" so to speak. We also plan to do some intensive playtesting with the VS team for 1.19. Personally I would also love to have a stronger focus on Players vs. Environment type survival. Quite possible that we also add one or two lore things that didn't make it into 1.18. Time will tell 😁

    Cheers, Tyron


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  4. The time has come to vote on your favorite builds! You have three days before voting closes. Everyone is allowed to vote, even if you didn’t build anything. You can go on the server to look at the builds, and there are teleporters to each one at spawn. Detailed rules for voting can be found on the voting form.

    Voting Form: https://forms.gle/jrm9YKSN9vcSKT6a7
    Server Address: event.vintagestory.at:55538

    Voting ends December 22 at 18:00 EET.

    2022-12-19_15-51-29.thumb.jpg.d5e284e9590e39c6e6aa57bc2c6e715d.jpg
    Build by AmyDestroyer


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  5. vs-winterevent-go3.thumb.png.a35030804f563301b180342f7978379a.png
     

    Dear Players,
    we cordially invite you to another special event - create a winter-themed build in creative mode within 2 weeks! At the end of the event, the builds will be judged, and the best builders may win free game keys, %-off coupons, or have their build featured on the game’s main menu!
    The map for this event is 5120 x 5120 blocks and contains a variety of biomes. To the north you will find mostly glaciers and mountains. To the south are snow-covered forests and other temperate biomes, and even some warmer snow-free areas in the very south of the map. This world is locked in perpetual winter, so the coldest areas in the north will stay dark! Keep that in mind as you select your build location.

    Judging will happen across multiple categories. You can focus on one category, or try to win them all! The categories for eventual judging will be:
    • Most original
    • Most detailed
    • Most beautiful
    • Best lighting

    Regarding Rewards
    We're still figuring out how to best set up the event rewards so this is intentionally vague, but we'll be sure to hand out rewards where rewards are due. As for the screenshot inclusion in the game’s main menu:
    • We are looking for festive and winter themed screenshots that will be active over the winter holidays.
    • We will create the screenshot of your build ourselves, so we recommend making it look good using the vanilla textures. If you wish, you can provide us with an exact viewing position from which the screenshot should be made using .cam p an then .cam save - this will copy the position coordinates to the clipboard. Paste this text in a file and save it until judging begins.

    Event Instructions
    1) Connect to the server (event.vintagestory.at:55538) with game version 1.17.9.
    2) Choose and claim your location using the /land command before you start building. (See the wiki page on land claiming for instructions)
    3) Place a visible outline around your claim (fences or another block) and place a sign with your username on it so everyone knows it’s yours.
    4) Submit the coordinates of your claim via Google forms page that we have set up for this. Note that you should submit your coordinates before you start building!
    5) Start building and chiseling! You have until the end of the event to complete your build.

    Rules
    • One build per player.
    • Your build must be claimed using the /land command.
    • Your build must be marked with a sign with your username on it.
    • You have to submit the coordinates of your build using the Google forms link or it won’t be included in the judging.

    Judging
    • The first round of judging will be done by the Vintage Story team, who will select the finalists.
    • Once the finalists have been selected, the server will re-open in spectator mode and players may vote for the winners.
    • All Vintage Story players may vote for one build per category, even if they didn’t create a build, but each player may only vote once (you must provide your username to vote).
    • You may vote for the same build in more than one category.
    • Players may not vote for their own builds.
    • Winners may win free game keys or discount coupons, or even have a screenshot of their build featured in the game’s menu background! The winners of each category will be announced here. (Prizes will go to the builds with the most total votes across all categories - not necessarily to the winner of each category.)


    Server Info
    • The map is 5120 x 5120 blocks, very cold, with realistic biomes. The north half of the map will be frozen and mostly dark, south will be more varied and have more sunlight. Soil gravity is off. Months have been set to 300 days so it will remain winter for the entire event.
    • The server will automatically restart once per day at 8 AM EET. This should only take a minute or two.
    • The server will also automatically generate a backup once per day at 8:30 AM EET. This may take a few minutes and the server will lag during this time.
    • The server address is: event.vintagestory.at:55538

    This event will run from Sunday, 4th December at 20:00 EET - Saturday until 17th December at 20:00 EET
    Good luck and have fun!


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  6. What @BenLi wrote☝️
    Any service you make available to the broader internet is vulnerable to attack attempts. What matters more is whether they were successful or not. You can also run your VS server in a very confined space (e.g. docker) to confine any break-ins.

    But as a broad word of advice - you can disable server advertising, change the default port to another one and enable whitelisting. Also I am not aware of any opened vulnerabilities on our game server.

  7. vs-winterevent.thumb.png.7b41aa0f326b604cae5855e284cb0575.png

    The days have grown short, and the snow has begun to fall… It is up to you to bring life and beauty to this winter wonderland! Stake your claim and create a winter-themed build using all the tools Vintage Story has to offer. This will be a creative-mode building event, so you will have access to every block and item in the game and infinite chiseling!

    The Winter Wonderland Build Event will last for two weeks. The event will begin on Sunday, 4 December at 20:00 EET - Saturday and end on 17 December at 20:00 EET. At the end of the event, the builds will be judged by staff and players, and the best builders may win free game keys, %-off coupons, or even have their build featured on the game’s menu!

    Details about the map and rules will be posted when the event begins. Start thinking wintery thoughts!


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  8. 1 hour ago, Pinky said:

    Is there a large downloadable version of the pic? That one is tiny (at least it ended up tiny after download) and I can't seem to find the image in the folder along with the other main menu pictures. I'd love to have it as my desktop background.

    I uploaded a 4k version on the media page now

  9. Dear Spooky Survivalists
    v1.17.9, a stable release, can now be downloaded through the account manager.

    Go grab seventeen'o'nine for a spooky main menu background picture! 8k Ultra HD preview picture:
    preview.png.6a39650a9c2237827b5df7985b36e31e.png
    Build by Arkan, tweaks by Elvas

    Game updates

    • Feature: Added halloween themed main menu background
    • Tweak: Updated community translations
    • Fixed: Burning coals not extinguished by adjacent water
    • Fixed: Crock sealing not working, food expired as if not sealed
    • Fixed: Texture issues on pumpkin
    • Fixed: Snow layer issue on stacked vertical mud brick slabs
    • Fixed: /stats command - Players last online value was incorrect
    • Fixed: Incorrect firewood visuals in the clay oven

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  10. 6 hours ago, Hal13 said:

    I think it might be nice to have that even outside spooky season, for people to prepare stuff in preparation throughout the year.

     

    Other than that, is there a rough estimate on how many subversions 1.17 will probably have?

    Until its done. Why do you ask?

  11. Dear Extraordinary Survivalists
    v1.17.7 & 8, a stable release, can now be downloaded through the account manager.

    Unrack your chisels and dig into your food storage. It's pumpkin carving time!

    [Edit:] Also released v1.17.8 to fix a texturing issue with pumpkins, fix a crash with chiseled blocks and to make the handbook pause toggle-able

    2022-10-11_18-04-55.thumb.png.912f282bec2474041c48f3d0db0e1ffb.png

     

    Game updates

    • Feature: Can now chisel pumpkins in (the real life months) October and November. Includes a glowy chisel material for extra spook.
    • Tweak: The game now pauses in singleplayer when opening the handbook
    • Tweak: Game now logs available system ram on startup
    • Tweak: Reduced peridot deposits by 66%
    • Tweak: Randomly rotate texture on sand
    • Tweak: Added a link to clay on the pottery guide page
    • Fixed: Fruit trees no longer updating correctly upon world/chunk reload
    • Fixed: Multiple visual issues with fruit trees (thin branches not wood typed, thick branch ends looked cut off, thick branches had not frost overlay, floaty up facing thin branches)
    • Fixed: Should mitigate a crash on corrupted chunks
    • Fixed: Player getting kicked / server exception if right clicking a trader while the frame profiler is enabled
    • Fixed: -i command line arg not working
    • Fixed: Pulverizer dropping 0 sized stacks in some cases
    • Fixed: Slabs turned to chiseled blocks can no longer be expanded in size
    • Fixed: Underground lake schematics generating without water
    • Fixed: Linux install.sh: Create .local/share/applications folder if it does not exist
    • Fixed: Should fix a client crash related to fruit trees
    • Fixed: Might fix teleporters not working on low server tick rate
    • Fixed: Perishable information not displayed for perishable liquids, such as milk
    • Api Fixed: ModMaker not correctly prefixing game: to vanilla file paths

     

     


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