Tyron Posted July 26, 2022 Report Share Posted July 26, 2022 Dear Feature-Rich Community v1.17.0-rc.2, an unstable release, can now be downloaded through the account manager [Please use this to replace rc.1 if you already downloaded it, as it now turns out that rc.1 had a little bug introduced at the last minute...] We are inching ever closer to 1.17 stable This release should be crash free for most players and safe to use for creating new 1.17 worlds. If upgrading your 1.16 worlds to 1.17, there is an issue with the water and reeds in this release rc.2 (that issue will be fixed and existing water anomalies healed in our next release), so you may want to hold off playing existing worlds until the next release. We do recommend making backups of worlds that you value. We'd also like to use this moment to send out a heartfelt thank you to everyone that has tested the pre-releases - your testing, bug reporting and general feedback are immensely helpful to us. Thank you so much for the support! As usual for rc (release candidate) releases, we will here only list everything we have newly added since pre.1. Please also look at the pre.1 update for a list of the features added since 1.16. When the first stable 1.17 release comes out, we will then present you with a complete feature list. Game updates Everything listed in the pre.1 blogpost Feature: Added an oxygen meter. Can now only breathe for 20 seconds underwater, as opposed to infinite air Feature: Added "arctic supplies" stashes to arctic climates, comes in 40 variants Feature: New rain drip behavior for leaves and stick layers. Added Accumulating droplets. Keeps on dripping for a while after the rain stopped Feature: Directional water physics. Doors, slabs, chiseled blocks, etc. now provide directional blocking of water flow for greater realism Feature: Handbook improvements The handbook now also shows how a block/item can be stored Added guides in the handbook on Dye Making and Ground Storage Added text about swapping glass panes to the lantern entry Added description of how to make ferrous (iron) anvils Chairs are now grouped in the handbook Improved handbook hotkey (<hk>) visuals. They now look like the hotkeys shown in the in-game block interaction help Feature: Continued work on shields All shields now craftable. Most of them have a new recipe. Ornate shields can only be made by a tailor Added metal hoops and bosses. Made by smithing. Shields are now crafted with hoops and bosses instead of metal plates Shield now properly scale for ground storage. They don't fit as nicely if you try to place two shields next to each other now, but it looks better overall. Deemed a worthy trade-off Added appropriate stats to all shields Rebalanced shield durability. Blackguard shield no longer top durability, but cheaper to make than full metal shields Adjusted transforms for shields, blades, and shovel Fixed wrong naming on metal shields Tweak: Reworked waypoint dialog. Icon and color are now a grid of clickable icons. Tweak: All tools can now be placed on the ground Tweak: Bears no longer spawn (runtime and during worldgen) in the first 4 in-game days and wolves don't spawn in the first 4 in-game hours. This should help with getting killed right at the start of a new (single player) world. This change will not affect multi-player servers which have already been running for more than 4 in-game days. Tweak: Most land creatures now flee from bears Tweak: Players should no longer spawn underwater in new worlds. Search range for solid land broadened, if it still fails to find land, it will spawn a block of planks for the player to rest on instead, i.e. a mini-raft Tweak: Dye System fine tune Dyes are now made with water instead of diluted alum/cassiterite/chromite Dye-making now requires a barrel for mordants and a barrel for dyes instead of combining both of them Reduced and standardized the amount of alum/cassiterite/chromite needed to make a mordant Added a mordanted cloth variant, which is now used for dyeing Reduced the amount of dye liquid needed to dye cloth Woad blue now has its own dye barrel since it doesn't require a mordant Black dye now made by adding pigment to gray dye, similar to orange dye Removed Brown dye until we add more pigment options for it. For now, cloth can be added to strong tannin to make brown cloth without needing a mordant Tweak: Added tool mode icons for the scythe Tweak: Leather can now be dyed pink Tweak: Ales now give Grain nutrition Tweak: Wrench can now also be used to rotate chiseled blocks Tweak: Added more descriptions for the smithing GUI Tweak: Replaced the 360° character autoturn in the character dialog into a light left-right swivel Tweak: Hares now also eat peanut plants, and early stages of rice and amaranth Tweak: Added more credits to the credits screen. Tweak: Tannin can now be made out of acacia logs as well as oak. Tweak: Adjusted the crafting cost of hide and pelt-based clothing. Costs less in general now, and crafting costs scale based on hide size instead of all having the same cost, e.g. 8 small hides are worth the same as 1 huge hide. Tweak: Adjusted lamellar armor crafting to follow the same principle of scaling hide sizes as above ^. Wood lamellar can now be repaired, only requiring firewood. Tweak: Oiled/curing hides now also scale according to hide size. For example, 1 piece of fat can make 4 small oiled hides, 2 medium hides, or 1 large hide. Huge hide now requires 2 fat. Tweak: Can now do "/worldconfigcreate int lungCapacity [milliseconds]" to define for how long a player has air (default: 20000) Tweak: Can now do "/worldconfigcreate int fertilityRecoverySpeed [speed]" to define farmland recovery speed (1.16 default: 0.33) Tweak: Added missing mushroom ingredient names Tweak: Disabled all custom cursors on MacOS, mouse controls may now be less glitchy on MacOS Catalina and above Tweak: Added helpful descriptions for items that can be used as a mordant Tweak: Held items can now also emit light (i.e. the candle) Tweak: Adjusted a couple animations to work better in Immersive First Person mode Tweak: Fish now die when exposed to air for 30 seconds. Fixed upright dead fish model Tweak: Increased the size of a number of items when dropped Tweak: Server admin: Handle invalid SaveFileLocation more gracefully and log to server-main.txt Tweak: Mitigate lag spikes caused by ground storage Tweak: Some texts were not translatable, updated community translations Tweak: Mitigate sizzle sound spam + OOM by reducing its sound range from 32 to 16 blocks Fixed: Able to chute-push random items into ground storage areas Fixed: Tiny memory leak in the main menu Fixed: Crafting dupe bug with some recipes Fixed: Falling sand block oddities in certain cases Fixed: Hopper item collecting oddities Fixed: Avoid a crash in the fruit tree block entity (report an error instead) Fixed: Selecting a very large view distance in single player then reloading the world made it revert back to a shorter view distance Fixed: Missing tool mode info on prospecting picks Fixed: Game crashing on ".debug perceptioneffects" Fixed: Mitigate occasional z-fighting on overlapping leaf blocks with wind motion Fixed: Infinite crafting dupe glitch when the inventory is full Fixed: Exception thrown on invalid book shelves Fixed: Some mushroom stews were invisible Fixed: Better localization for a few mushrooms. Fixed: Missing block broken particles on ores Fixed: Liquid dupe bug with barrels Fixed: Barrel closing sound not playing in some cases Fixed: Game freezing on the singleplayer screen if a savegame is write locked Fixed: Repairing armor consumed all materials. Now only consumes as much as needed. Fixed: Pink bonnet and funeral bell mushroom not poisonous Fixed: Mitigate derpy turning behavior in 3rd person while swimming Fixed: Game crashing when looking at a chiseled block with a soldering iron in hands Fixed: Too high speed on a shader effect on lava Fixed: Able to move a dialog outside the screen and no way to recover it. Reopening the dialog will now move a corner back into the window so it can be dragged back Fixed: Solved an issue that caused the game to crash when the `handle` texture for shields was not found. Fixed: Center aligned richtext did not properly align in some cases Fixed: Fruit tree error log spam Fixed: Various texture errors logged to client-main.txt on startup v1.17 related changes Tweak: Performance: Use native ZStd library on Windows platforms for more efficient memory management Fixed: Rapid breaking of adjacent reeds (and other blocks more generally) Fixed: Water buckets placement issue (fixes a more general issue where ExchangeBlock calls were not respecting the liquids layer; also now allows water buckets to place water down onto any non-solid block) Fixed: Should fix oddities when placing water from a bucket in existing water Fixed: All clutter blocks generated underground were invisible Fixed: Falling snow block behavior not working Fixed: Panning bony soil not working correctly Fixed: Wrench not properly attached to tool racks Fixed: Arrows getting lost on impact Fixed: Running out of air on the client on old worlds Fixed: Shields now appear in the proper location when placed in a mold rack. Fixed: Newly introduced crash in barrels Fixed: Able to place water lilies underwater Fixed: New reflective shader effect not respecting fog levels Fixed: Incorrect linebreaks on Japanese translations Fixed: Avoid a crash on invalid book shelves Fixed: Unknown texture on mantle blocks Fixed: Crafting improvised armor did not consume ingredients Fixed: Game crashing when changing Ctrl/Shift mouse modifiers Fixed: Render issue on the clay handbook page Fixed: Some blocks (e.g. querns, tools on toolracks, ground storage blocks) waving in the wind weirdly Fixed: Wrong shaggy hair on some bears (Panda, Polar, Sunbear) Fixed: Frost overlay on chests Fixed: Game crashing when right clicking a full ingot pile Fixed: Shields on tool rack not using correct textures. Fixed z-fighting on adjacent racked shields Fixed: Fish running away from players... while on land Fixed: Wrong selection box on ingot piles (and likely other piles) Fixed: Low fps during low quality shadows Fixed: Blackguard and Forlorn blade had 1 durability Fixed: Placement issues with ground leaning tools Fixed: Tool Durability multiplier and some other world config values were not taking effect in 1.17 Fixed: Large lakes pure water chunks sometimes did not render Fixed: More issues with wall leaned tools Fixed: Dropped candle not emitting light on ground Fixed: Client side taking damage after getting out of water with no oxygen left Fixed: Seraph protecting eyes from strong wind while swimming Fixed: Shields no longer missing icons in smithing menu or handbook. Fixed: Fixed a texture path issue with the gazelle shape. Fixed: Misaligned buttons in the main menu due to new dialog based menus Fixed: Prospecting pick no longer working Fixed: Water overwriting lava, also caused significant lag. Fixed sizzle sound no longer working Fixed: Wrench transform on tool racks, fixed wrench model z-fighting Fixed: Chest lids no longer animated Fixed: Game crashing when looking up boards in the handbook Fixed: Accordion seraph voice same as altoflute Fixed: Hot items dropped in water not cooling down Fixed: Missing error texts when trying to place tools on the ground Fixed: Unable to plant reeds/papyrus in flowing water Fixed: Unable to do edge sitting on a block if there is grass in front. Generally made the edge sitting triggers more tolerant. Fixed: "worldgen" issue and rare crashes in 1.16.5 worlds loaded in 1.17-pre.1 Fixed: Wrong drops for hay block (thanks Stroam) Fixed: Game crash when holding a plumb and square in hands Fixed: Minor issue when setting keyboard controls for Sprint key Api Fixed: Modmaker patches not prefixing "game:" domain for vanilla patches API Changes Feature: liquidBarrierOnSides attribute allows blocks (e.g. slabs) to prevent liquid flow below a certain height Feature: Added IGameCalendar.ElapsedSeconds/Hours/Days property to read how much in-game time has passed since world creation. Might be inaccurate on old worlds. Refactor: The server event OnTrySpawnEntity now has an additional IBlockAcccessor argument, as it might be a worldgen block accessor now. Refactor: Renamed BlockBehavior.ShouldReceiveClientGameTicks to ShouldReceiveClientParticleTicks. Added BlockBehavior.OnAsyncClientParticleTick Tweak: Refactor from -pre.1-4, the liquids layer is now called "fluids layer" and consequential changes Tweak: IBlockAccessor.GetBlock() now takes an optional BlockLayersAccess parameter (which is an integer constant, see BlockLayersAccess class for the options) Tweak: IBlockAccessor.GetBlock() method signatures from 1.16.5 and pre.1-3 preserved but deprecated Tweak: Add convenience methods IBlockAccessor.GetSolidBlock() and GetFluidBlock() Tweak: Liquids can now also glow Tweak: SimpleParticleProperties can now also be async Tweak: Networking / startup: Server Identification packet sent before mods PreStart phase, even in singleplayer (restores the order of events in 1.16.x: mods PreStart and Start phases can read WorldConfig values and other Server Identification packet info). Note: 1.17-rc1 and pre.5 game clients are not compatible with 1.17-pre.1, pre.2, pre.3, pre.4 servers, please update your servers. Tweak: Vintage Story now ships with debug symbols (=pdb files), so that crashes will print line numbers \o/ Tweak: Can now define "asphyxiating: false" attribute to blocks to prevent players from asphyxiating inside them Tweak: Update Harmony to 2.2.2.0 Tweak: Added Melchior's new metal properties for modders Tweak: updated XML text for IBlockAccessor.MarkBlockDirty: it does NOT trigger a neighbour block update, if one is needed please also call IBlockAccessor.TriggerNeighbourBlockUpdate() on the server side Fixed: TriggerNeighbourBlockUpdate() vulnerable to blockpos edit after getting called Fixed: Crash when removing the health behavior from an entity Fixed: Wildcard matching not working across game domains Fixed: In BlockFruitTreeFoliage fix resolving foliageProperties producing invalid texture paths with different domains Only the changes since pre.5 (note these changes are also listed above) Tweak: Shield now properly scale for ground storage. They don't fit as nicely if you try to place two shields next to each other now, but it looks better overall. Deemed a worthy trade off. Tweak: Add handbook section on ground storage Tweak: Server: Handle invalid SaveFileLocation more gracefully and log to server-main.txt Tweak: Reworked waypoint dialog. Icon and color are now a grid of clickable icons. Tweak: Bears no longer spawn (runtime and during worldgen) in the first 4 ingame days and also don't spawn wolves in the first 4 ingame hours Tweak: Performance: Use native ZStd library on Windows platforms for more efficient memory management Tweak: Most land creatures now flee from bears Tweak: Mitigate sizzle sound spam + OOM by reducing its sound range from 32 to 16 blocks Tweak: Added tool mode icons for the scythe Fixed: Running out of air on the client on old worlds Fixed: Shields now appear in the proper location when placed in a mold rack. Fixed: Newly introduced crash in barrels Fixed: Falling sand block oddities in certain cases Fixed: Hopper item collecting oddities Fixed: Able to place water lilies underwater Fixed: Wrong naming on metal shields Fixed: New reflective shader effect not respecting fog levels Fixed: Incorrect linebreaks on japanese translations Fixed: Avoid a crash in the fruit tree block entity (report an error instead) Fixed: Avoid a crash on invalid book shelves Fixed: Selecting a very large view distance in single player then reloading the world made it revert back to a shorter view distance Fixed: Unknown texture on bedrock Fixed: Chiseled blocks now react more correctly to water flow Fixed: Rapid breaking of adjacent reeds (and other blocks more generally) Fixed: Game crash when holding a plumb and square in hands Api Feature: Added IGameCalendar.ElapsedSeconds/Hours/Days property to read how much ingame time has passed since world creation. Might be inaccurate on old worlds. Api Refactor: The server event OnTrySpawnEntity now has an additional IBlockAcccessor argument, as it might be a worldgen block accessor now. Api Tweak: Update Harmony to 2.2.2.0 Api Tweak: Added melchiors new metal properties for modders Api Fixed: Crash when removing the health behavior from an entity Api Fixed: Modmaker patches not prefixing "game:" domain for vanilla patches View full record 2 2 4 Link to comment Share on other sites More sharing options...
Maelstrom Posted July 26, 2022 Report Share Posted July 26, 2022 7 hours ago, Tyron said: Fish running away from players... while on land OMG!!!! ROFLMAO! THAT is hilarious!!! =D 2 1 Link to comment Share on other sites More sharing options...
daretmavi Posted July 27, 2022 Report Share Posted July 27, 2022 20 hours ago, Tyron said: Tweak: Adjusted a couple animations to work better in Immersive First Person mode Nice, I would suggest one small change in the default animation for Immersive First Person mode. Hand are in the middle and this is really to good for e.g clay forming. Even worse if you hold something in the second hand. What about to move the right hand to the right side and left hand to the left side, instead of holding things in the middle. This way you can see what is in front of you and this is what you need to see. Link to comment Share on other sites More sharing options...
Tyron Posted July 27, 2022 Author Report Share Posted July 27, 2022 @daretmavigood suggestion, i'll separate the hands when holding clay 1 1 Link to comment Share on other sites More sharing options...
macoto_hino Posted July 27, 2022 Report Share Posted July 27, 2022 On 7/26/2022 at 8:05 PM, Tyron said: Fixed: Incorrect linebreaks on Japanese translations The forced line break version I made was useless, but I appreciate it very much. Thank you so much!!! 1 Link to comment Share on other sites More sharing options...
setne550 Posted July 28, 2022 Report Share Posted July 28, 2022 RIP infinite O2 meters, you'll be missed. I guess it won't be long until we get a thirst meter too. :) 2 Link to comment Share on other sites More sharing options...
Thap Posted July 28, 2022 Report Share Posted July 28, 2022 Please work on world generation (oceans, plausible mountains, consistency with dirt gravity...) 1 Link to comment Share on other sites More sharing options...
Philtre Posted July 28, 2022 Report Share Posted July 28, 2022 I loaded up a creative game and overall I like the changes. (The falx is weird, though.... I would kind of like the longblade as am option too.) However, when I updated an old word to this version, water was being weird in a couple of ways. Most notably, I couldn't pick up water with a bucket or bowl (other liquids worked fine). In addition, Cooper's reeds displace water, and breaking blocks of lake ice did not remove the ice; instead it appears to create a waterlogged block of ice. These issues did not appear in a freshly-created world, so it appears to be something with updating old-style water? Link to comment Share on other sites More sharing options...
Rhyagelle Posted July 29, 2022 Report Share Posted July 29, 2022 The end of infinite diving has come. Goodbye, sweet prince. Link to comment Share on other sites More sharing options...
Codename Rune Posted September 30, 2022 Report Share Posted September 30, 2022 Quote Api Fixed: Modmaker patches not prefixing "game:" domain for vanilla patches I was messing around with making a path using Modmaker today (in 1.17.4) and it only prefixes "game:" for the first entry in the patch file. Since it works when I manually add it everywhere, I am assuming this to be unintended behavior. Please see the example below using a demo mod in which we change the break chance of arrows: [ { "op": "replace", "path": "/attributes/breakChanceOnImpactByType/*-bismuthbronze", "value": 0.02, "file": "game:itemtypes/tool/arrow.json" }, { "op": "replace", "path": "/attributes/breakChanceOnImpactByType/*-blackbronze", "value": 0.015, "file": "itemtypes/tool/arrow.json" }, { "op": "replace", "path": "/attributes/breakChanceOnImpactByType/*-copper", "value": 0.07, "file": "itemtypes/tool/arrow.json" } } Link to comment Share on other sites More sharing options...
Tyron Posted October 6, 2022 Author Report Share Posted October 6, 2022 thanks for the info, will fix for next release Link to comment Share on other sites More sharing options...
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