Tyron Posted January 25 Report Share Posted January 25 Dear Extraordinary Survivalists v1.19.2/3, a stable release, can now be downloaded through the account manager This update contains a list of carefully selected fixes and tuning that should not create any new issues. The Cave-Ins system should also work notably better / more intuitively with this update. More to come! [Edit:] The game will crash when you try to use a 1.19.0 or 1.19.1 game client to connect to 1.19.2 server, updating to 1.19.2 fixes that, sorry! [Edit2:] Also released 1.19.3 to fix aforementioned issue and some more new minor issues Greenhouse by Mercatto, shared in #screenshots Game updates In 1.19.3 Tweak: Water deer males can now have "fangs", these appear seasonally, but drop no item Tweak: Disable chiseling of cluttered bookshelf (attempts to chisel them would result in ? blocks/texture) Tweak: Add redwood trunk sections (quarter log) as an additional type of logs in all recipes requiring wood logs Fixed: In Multiplayer, players with game version 1.19.2 could still connect to 1.19.0 or 1.19.1 servers, leading to errors: 1.19.3 will refuse that connection Fixed: Game crash when you die with a drawn bow in hands Fixed: Rare crash (introduced in 1.19.2) with opened gates with chiseled blocks directly above them Fixed: Goat horns would grow in reverse, starting large but growing smaller each year as the goat aged Fixed: Water deer antlers were missing, causing log spam if water deer males were nearby Fixed: Crate inventory info would not update when placed Fixed: Unable to place knapping surfaces on top of chiseled blocks Fixed: Goat horns when mounted were wrongly described as "antlers" in the English version of the game Fixed: Placement failure of a knapping surface showed an error code instead of translated text Fixed: Linux install.sh not reading the answer for mesa_glthread Tweak: Smaller deer species, and (for now) Bighorn sheep, should not be able to jump 3-block high walls Tweak: Falx damage applies 2 animation frames later, so damage strike should look better synced with the animated motion Tweak: Shift-click now tries to target the most recently opened inventory first, then if it has no space the next most recent etc. (detail: but if there is a partial stack of the same item in another open inventory, shift-click will still prioritise adding into that partial stack first) Tweak: Drifters can now also spawn on top of loose stones Tweak: Brown bears were being found a bit too far into the North Tweak: Basket trap now shows trapped creature info on block HUD info Tweak: Added basket traps "How to Use" info to the Handbook Visual tweaks: Pony tails and side buns/braids given more adaptability to various headwear Updated clutter bucket to match new bucket model Sapling grown from seed now shows a smaller selection box in the seed stage, no longer looks like an invisible sapling Marketeer clothing set mask returned to undermask form, worn on neck Tweak: Sapling localization in English, "will sprout in 1 day" instead of "1 days" Tweak: Localization: Localize most remaining unlocalized texts on the Graphics Settings menu, e.g. Low quality shadows Tweak: Block randomizer can now now place blocks with behaviour "HorizontalAttachable" correctly onto an adjacent wall (toolrack, moldrack, shelf, torchholder, painting,...) Tweak: Any "leaking memory" warning messages now moved from client-main log to client-debug log, these warnings are info for modders and developers, not for regular players! Tweak: Added more credits to the Credits screen and removed some repeating lines; the full game credits are now also listed online Tweak: Linux installation: Clean up install.sh [details: moved default install dir to $HOME/.local/share/vintagestory similar to other applications use for per user installed apps, check for needed tools at the beggining of the script, added mod install and url connect .desktop entries (you can now also 1 click install from moddb), users now can change the default install dir on running install.shm ask if you want to set vm.max_map_count if detected potentially too low (it seems since .NET7 it is not needed anymore but we will still keep it for now), add prompt to remove old installation if there was one at the install location] Tweak: Linux installation: Allow spaces in paths in the server start script (server.sh) Fixed: Animals with the ability to jump quite high (for example Bighorn sheep) no longer able to climb out of fenced enclosures if lanterns are above fences Fixed: Preview Blocks feature in WorldEdit now only visible to the player who is currently using WorldEdit Fixed: Ghost / duplicate items when using shift+click to move items between inventories, in Multiplayer Fixed: Bighorn lambs and Goat kids were not trappable in basket traps Fixed: Dupe glitch when catching tamed animals Fixed: Reverted shift+click on armor and other wearables to dress the character with them, as it interfered with shift+click moving wearables between inventories Fixed: In 1.19, while sleeping in a bed, distorted rendering of Mechanical Power components and some shadows Fixed: Speleothems (and other Underground blockpatches) could generate in unwanted places inside the Resonance Archives Fixed: Occasionally incorrect world gen (resulting in chunk borders) near Resonance Archives Fixed: Resonance Archives entrance was incomplete if local terrain height was close to world height Fixed: WorldEdit "Override default values" checkbox did not work Fixed: Various rare and not-so-rare crashes: Rotted food-stuffs held in hand not showing rot texture, and causing crashes for some players (GH #3499) Honeycomb squeezed into cooking pots or other ground stored clay utensils crashed (GH #3493) Guides in handbook could crash if clicking on links, if links badly formatted in translated text (GH #3496) EntityItem loading occasionally hard-crashed clients if the itemID no longer exists (e.g. in some cases when playing a map created in an earlier game version) Fixed rare crash from RenderDecals if there was a prior exception Fixed rare client crash in Character menu Animals added by mods, missing Diet attribute, would cause crashes in 1.19.1, now just logs a warning If initialising a modded worldgen structure throws an exception, instead of crashing, log it and identify the structure Fixed: Chute would only push items into the first slot of a crate Fixed: Cave-In system behavior very odd: free-floating rock will now always collapse. Fixed: Falling block render jitter, falling blocks not doing damage while falling Fixed: Quicklime item invisible in inventory because drawn in strange position Fixed: Water blocks flowing into farmland (e.g. from water block placed above) were invisible Fixed: Visual z-fighting on windmill sails; and the linen on sails now has some thickness Fixed: Headless seraph shadows seen in Immersive First Person mode Fixed: Animation twitching on right mouse down with firestarter on empty firepit Fixed: Some first person animations never stopping when the current held item broke from 0 durability Fixed: Jonas lamps would not illuminate the area when placed by worldgen Fixed: When rotating a schematic with a chiseled block multiple times, it would cause an error Fixed: Signs did not rotate with schematics Fixed: Rifts not loaded from savegame Fixed: Microblocks in ruins would be replaced by missing texture if attempt to chisel them some more; chiseling them is now fully disabled Fixed: Microblocks in ruins were all named "Granite cobblestone" even if in fact a different rock Fixed: Missing "killed by" localizations for moose, deer, goat, fox Fixed: Minor typos in en.json English translation Fixed: Linux: When running multiple servers with the server.sh and a similar SCREENNAME it would kill both servers on stop/restart Fixed: macOS: Mac M1 and M2 issue, knapping and clayforming gridlines could cause the HUD to disappear Fixed: macOS: Wrong default GUI size on new Mac installations, and other potential minor GUI scaling issues on Retina displays API Fixed: DidPlaceBlock() not called on the last block in the stack View full record 3 1 Link to comment Share on other sites More sharing options...
BavarianViking Posted January 25 Report Share Posted January 25 Tweak: Drifters can now also spawn on top of loose stones NOOOOOOOOOO! 1 4 3 Link to comment Share on other sites More sharing options...
Thorfinn Posted January 25 Report Share Posted January 25 2 hours ago, Tyron said: Tweak: Drifters can now also spawn on top of loose stones Nice! Link to comment Share on other sites More sharing options...
Maelstrom Posted January 25 Report Share Posted January 25 (edited) Back to the drawing board to stop unwanted drifter spawnage. Remember to always spay and neuter your drifters. Edited January 25 by Maelstrom 2 Link to comment Share on other sites More sharing options...
Kate Francesca Posted January 25 Report Share Posted January 25 To quote Greg the Garlic Farmer from Epic NPC Man... "My sheep have run amok!". I just upgraded and am running 1.19.2 and my sheep were having a jolly time exploring outside their barn! It's winter in my world so I thought maybe the snow was letting them get over the fence but then I saw them literally just walking up onto the walls, which are three blocks high! I knew I should have finished that barn before winter and got the roof on it! I saw it says above that sheep shouldn't be able to climb three block walls in 1.19.2 so just wanted to post that it looks like they still can. Loving 1.19 though - great work team Vintage! Link to comment Share on other sites More sharing options...
Thorfinn Posted January 25 Report Share Posted January 25 Apparently, snow still offsets enough of the bottom block that it doesn't count. Do they go over 4 blocks? Link to comment Share on other sites More sharing options...
fischman001 Posted January 25 Report Share Posted January 25 Sheep can still get out of a double high fence and climb a three high block stack. Link to comment Share on other sites More sharing options...
Azuli-Bluespots Posted January 26 Report Share Posted January 26 5 hours ago, Thorfinn said: Nice! 6 hours ago, BavarianViking said: Tweak: Drifters can now also spawn on top of loose stones NOOOOOOOOOO! There are two types of Vintarians. Also, wdym .NET7 isn't needed anymore?? When did this happen, and why did I have to suffer and end up making a tutorial to check your .net versions on linux?? Link to comment Share on other sites More sharing options...
Streetwind Posted January 26 Report Share Posted January 26 5 hours ago, Azuli_Yanazake said: Also, wdym .NET7 isn't needed anymore?? Read that part again - it says that a certain setting/command isn't needed anymore since moving to .Net 7. 1 Link to comment Share on other sites More sharing options...
Rhyagelle Posted January 26 Report Share Posted January 26 I'm still getting excapees on my SP world. lol piggies and goaties climbng 3 block fences or walls? It looks like they literally just fly up and over the fence. 21 hours ago, Tyron said: Tweak: Drifters can now also spawn on top of loose stones (DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM) 2 Link to comment Share on other sites More sharing options...
Dronzo Posted January 27 Report Share Posted January 27 Not sure if I'm doing something wrong, my traps caught some hares but I can't pick them up. I shift-crouched to picked them up and they just turned into this but still shaking. I have open slots as well. Link to comment Share on other sites More sharing options...
StCatharines Posted January 27 Report Share Posted January 27 1 hour ago, Dronzo said: Not sure if I'm doing something wrong, my traps caught some hares but I can't pick them up. I shift-crouched to picked them up and they just turned into this but still shaking. I have open slots as well. Try having an open backpack slot instead of a belt/inventory slot. It's like a populated skep in terms of carrying it. 3 Link to comment Share on other sites More sharing options...
redram Posted January 27 Report Share Posted January 27 Traps should have a handbook entry now as of 1.19.2, explaining their functioning. It's worth reading. Did you know that if an animal is left too long in a trap it will die? 1 Link to comment Share on other sites More sharing options...
StCatharines Posted January 27 Report Share Posted January 27 On 1/25/2024 at 10:24 AM, Tyron said: Fixed: Reverted shift+click on armor and other wearables to dress the character with them, as it interfered with shift+click moving wearables between inventories Having now played a few hours with this change, I have to say: please consider adding an option or a config setting or anything at all which would allow me to go back to being able to use this feature! I sorely miss the ability to quickly remove heavy armor and quickly put it back on, without having to have three slots on my belt taken up. 1 Link to comment Share on other sites More sharing options...
Doom_Possum Posted January 28 Report Share Posted January 28 looks like you were using a SNOW PICK, bud, must have been loud as heck, disturbing the villagers behind the security entrance way Link to comment Share on other sites More sharing options...
BTubbs200 Posted January 30 Report Share Posted January 30 On 1/25/2024 at 11:24 AM, Tyron said: Tweak: Drifters can now also spawn on top of loose stones Dang, drifter stone placing meta is finally a thing of the past. I'm torn on how to feel about this, on one hand it's always been an exploit, on the other hand I feel like drifters and temporal storms make early game brutal and having no defense against their spawns isn't great either. Link to comment Share on other sites More sharing options...
LastChime Posted January 30 Report Share Posted January 30 6 hours ago, BTubbs200 said: Dang, drifter stone placing meta is finally a thing of the past. I'm torn on how to feel about this, on one hand it's always been an exploit, on the other hand I feel like drifters and temporal storms make early game brutal and having no defense against their spawns isn't great either. Cowering in a 1x2 water hole blocked in by packed dirt with a pan and gravel still works, tested last night! Link to comment Share on other sites More sharing options...
EricJ Posted January 31 Report Share Posted January 31 I appreciate sheep not being able to climb over 3 block walls. That was quite a surprise when they were suddenly running around outside their pen. But now my sheep can't climb out of a half block deep hole. It actually seems to be that they can't climb up onto a placed top half or full block. I've attached a video and you'll see that they can climb up onto a 1 block high naturally placed stone and they can climb a slab I placed into the bottom half of a cube. But they cannot climb from that bottom half slab onto another slab placed in the top half of a cube, nor onto a full cube I placed. I also tried stairs. I was trying a one way valve for animals to sort generations so wanted the two block drop to let sheep move into the pen from the sorter, but not go from the pen into the sorting area, but I need them to be able to climb out of the hole. Would you like something opened in the issue tracker or is this just a side effect of a temporary fix while you resolve the 3 block climb permanently? 2024-01-30_16-12-05.mp4 Link to comment Share on other sites More sharing options...
Thorfinn Posted January 31 Report Share Posted January 31 On 1/30/2024 at 3:27 AM, BTubbs200 said: Dang, drifter stone placing meta is finally a thing of the past. I'm torn on how to feel about this, on one hand it's always been an exploit, on the other hand I feel like drifters and temporal storms make early game brutal and having no defense against their spawns isn't great either. Yeah, I hear you. I haven't bothered with using that even in mines for ages, but some of the players in our multi-player world spend hours and hours spawn-proofing, well, everything. "Really, dude? You need me to give you food, linen, armor, tools, pretty much everything? You do realize if you didn't waste all your time placing rocks you could do some of this for yourself, right?" 1 Link to comment Share on other sites More sharing options...
BTubbs200 Posted February 1 Report Share Posted February 1 7 hours ago, Thorfinn said: Yeah, I hear you. I haven't bothered with using that even in mines for ages, but some of the players in our multi-player world spend hours and hours spawn-proofing, well, everything. "Really, dude? You need me to give you food, linen, armor, tools, pretty much everything? You do realize if you didn't waste all your time placing rocks you could do some of this for yourself, right?" I don't bother much with spawn proofing, only for dealing with temporal storms. I don't see how there's any getting around the fact that temporal storms are just a death sentence in their current form. Unless you have access to some of the best late game armor and weapons, there's simply no other option than to bury yourself and wait for it to blow over. It seems as though drifters continue to get buffed while a major balancing blindspot continues to be ignored. Link to comment Share on other sites More sharing options...
Thorfinn Posted February 1 Report Share Posted February 1 (edited) I don't know that has ever worked with storms. Not in quite a while, anyway. I think all you do when you "bury yourself" is that you reduce the number of possible air tiles in which a spawn could happen to 2 or 3, out of the 1089 within a (hypothetical) 16 tile radius. Substitute whatever radius you think is the real one. 25 is commonly thought to be correct, which would be a 51x51 square, or 2601 tiles. Though spawns often happen in the block right next to you during storms, so it might skew closer. I think it's still a numbers game. Eventually, your number will come up. It's certainly possible to battle drifters during storms, even the occasional double headed ones, with no armor and only flint spears. There's just not much of a point unless you want bragging rights of showing off a trunk full of temporal gears. Edited February 1 by Thorfinn Link to comment Share on other sites More sharing options...
Maelstrom Posted February 1 Report Share Posted February 1 Definitely possible to battle 2 headed drifter naked and flint spears. In my first temporal storm of my last world I was nearly successful, and did so within a confined space amidst a surface ruin (1.17). If I hadn't have derped and darted to grab a spear that was too close to the drifter I'd have been successful. I wasn't going for a story to flex on other, but really wanted that first shiny gear to reset my spawn so I didn't have to run a few hundred blocks from spawn. 1 Link to comment Share on other sites More sharing options...
Thorfinn Posted February 1 Report Share Posted February 1 If your aim is less than stellar, a good way to deal with it is to yeet spears all over the place where your battle will be. Pretty much no matter where you run you can pick up a spear. At the end of the battle, just lean them against the pillars you put torches on to light the arena. That way they are handy for next time. Link to comment Share on other sites More sharing options...
Yozo Posted February 2 Report Share Posted February 2 On 1/31/2024 at 1:27 AM, EricJ said: I appreciate sheep not being able to climb over 3 block walls. That was quite a surprise when they were suddenly running around outside their pen. But now my sheep can't climb out of a half block deep hole. It actually seems to be that they can't climb up onto a placed top half or full block. I've attached a video and you'll see that they can climb up onto a 1 block high naturally placed stone and they can climb a slab I placed into the bottom half of a cube. But they cannot climb from that bottom half slab onto another slab placed in the top half of a cube, nor onto a full cube I placed. I also tried stairs. I was trying a one way valve for animals to sort generations so wanted the two block drop to let sheep move into the pen from the sorter, but not go from the pen into the sorting area, but I need them to be able to climb out of the hole. Would you like something opened in the issue tracker or is this just a side effect of a temporary fix while you resolve the 3 block climb permanently? 2024-01-30_16-12-05.mp4 Dave revoked their climbng rights. Link to comment Share on other sites More sharing options...
Jacek Babiak Posted February 3 Report Share Posted February 3 (edited) Hello, could someone check if a ripe pineapple can throw away the crop? and do the cooked soybeans have the consistency in the pot? because I don't know if it's the mods' fault. Edited February 3 by Jacek Babiak Link to comment Share on other sites More sharing options...
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