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Voxel Eras News

Experimental v1.3.1

[p]Hey everyone! Still working on cleaning up Vulkan, however I'm pretty happy with how it has been going. With it beginning to wrap up, I'm pivoting back into content a bit more again, so I'm hoping to have more Stuff for experimental soon.[/p][p][/p][p]Enjoy :)[/p][p][/p][h2]New[/h2]
  • [p]Trash Can, take care of unwanted items![/p]
[h2]Changes[/h2]
  • [p]The skybox has returned, now with their sun. Say hi :)[/p]
  • [p]GPU selection setting, in case your setup is a bit more exotic[/p]
  • [p]MSAA now defaults to 4x instead of 8x (more reasonable default)[/p]
  • [p]Build menu now has the inventory on the bottom, with the quickbar center. This menu still needs a complete redesign[/p]
[h2]Bug Fixes[/h2]
  • [p]Intel Arc cards should now be able to launch the game[/p]
  • [p]Lighting is now stable in the main menu again[/p]
  • [p]The wrench now stacks to 1, as originally intended[/p]
  • [p]Removed Hatsune Miku from the slim model's default skin (she might still be hiding in your wifi)[/p]
  • [p]Personalization profile picture or skins now change as expected again in game[/p]
[h2]Known Issues[/h2]
  • [p]Some newer Nvidia cards, mostly 3000+ series, may have compatibility issues still. If you experience this, please send me your Vulkan compatibility information![/p]

Experimental v1.3.0

[p]Hey everyone! I've been kept busy with everything going on since the Early Access launch, and I am finally ready to share some of the fruits of my labor! Pouring through all the feedback I heard 2 main things: Fix performance, and add content. I wanted to first focus on the foundations, so this experimental is going to be targeting primarily the core engine.[/p][p][/p][p]This is definitely experimental, things such as hardware compatibility are pretty unknown, however I expect anyone who gets to the main menu to be able to play with this.[/p]
Experimental v1.3.0
[h2]Graphics[/h2]
  • [p]Moved from OpenGL to Vulkan, which should help with modern GPU compatibility[/p]
  • [p]Transparency dithering has been drastically improved[/p]
  • [p]Multisample Antialiasing (MSAA) options for 1x, 2x, 4x, and 8x are now available, which improve both dithering and edges of geometry (this is very expensive on some GPUs at 8x)[/p]
  • [p]Anisotropic Filtering options for Off, 2x, 4x, 8x, 16x are now available, which improve texture readability (this should be pretty much free)[/p]
  • [p]All textures are now able to be globally animated, not just voxels, so things like items can be animated now[/p]
[h2]Soundtracks[/h2]
  • [p]KINETIC - Progress[/p]
  • [p]SPARKS - Early Industry[/p]
[h2]Changes[/h2]
  • [p]Leaves are now supported by 2 instead of 3 voxels[/p]
  • [p]Wrench now stacks to 1[/p]
  • [p]When in "placement mode" you no longer can interact with machines[/p]
  • [p]The main menu now runs the full renderer, a character model has been added (eventually your personalized one?)[/p]
[h2]Fixes[/h2]
  • [p]Game clock should be less unstable, as well as having a bit less latency[/p]
  • [p]Coyote time should no longer cause glitching while jumping[/p]
  • [p]Crafters will no longer make a crafting noise when failing an attempt at crafting[/p]
  • [p]Interacting with the Workbench no longer causes a script error[/p]
[h2]Modding[/h2]
  • [p]Voxel textures now reference normal textures, requiring them to be added to your "mod_data" like other textures[/p]
  • [p]Custom shaders and post processing shaders are now hot reloadable (modding post processing will be added soon)[/p]
  • [p]Prior custom shaders will need to be redone due to dramatic changes, reference the standard shader[/p]
  • [p]Animated texture .toml configs have had "frames" renamed to "frame_layout", with a new field "frames" containing the total amount of frames in the animation sheet[/p]
  • [p]"Prediction Debug" is now available which shows any basic prediction errors the game can detect, letting you see how many things I still need to (maybe) predict[/p]
  • [p]You can now mark a TextureBuilder for linear or cubic texture interpolation[/p]
[h2]Removals[/h2]
  • [p]Support for v3 and v4 world saves has been removed, leaving v5 and the new v6 available[/p]
  • [p]The "Terrain Rate" setting has been removed, this is too confusing, so for now chunks are just generated immediately if they're in render distance[/p]
[h2]Known Issues[/h2]
  • [p]The skybox is a solid color, this will soon return to glory as well as be improved[/p]
  • [p]The main menu character's lighting is unstable until you enter and exit a world[/p]
  • [p]HDR displays and / or Linux AMD cards result in the screen being brighter than it should be[/p]

v1.2.2

Fixes:
- Chunks no longer freeze / machines stop working / machines won't work has been resolved

Known Issues:
- If your save previously had this issue, some pipes or machines may need to be placed back down to correct them

v1.2.2 Experimental

[p]Hey everyone :)[/p][p]Small fix I'm trying on the experimental branch for Windows, might address some people's issues with "frozen chunks", "broken drills", "broken furnaces" or otherwise machines just... doing nothing.[/p]

"The Fix" - v1.2.1 Now Available

[p]Busy busy busy! I hope you all have been enjoying Voxel Eras![/p][p]You may or may not have known, but I've started up a new beta branch called "experimental", focused on me throwing ideas out and getting them in people's hands to test. I've been working on getting the game feeling smooth, and trying to get things like multiplayer working well.[/p][p]In the future I don't expect this same rate of updates to come out, I wanted to primarily address everyone's biggest issues before jumping back into content mode and expanding the game again and doing the bigger feedback items I've gotten over the last week.[/p][p]Anyways, here's the notes![/p]
New
  • [p]New soundtrack "SPARKS - Early Industry"[/p]
Changes
  • [p]The furnace now no longer has an exception for it's top slot regarding burnable smeltables. This isn't used, and so the furnace now accepts fuel and smeltables from all sides.[/p]
  • [p]Max render distance increased from 10 -> 24, compared to Minecraft, this is 19 -> 47 chunks render distance. This is still limited to ~768mb of VRAM, but in my own testing 64 chunks (127 Minecraft) worked within this, so I expect no issues.[/p]
  • [p]"Galactic" lighting setting added (this is a "goals" setting, enjoy baking your PC)[/p]
  • [p]Flowers now are tagged Growable, meaning the Planter can now plant them[/p]
  • [p]Right click on the Crate slot restriction controls now does 5x[/p]
Fixes
  • [p]Naturally spawned trees will now work with the Chopper, however this fix does not correct trees that were already generated (Sorry!)[/p]
  • [p]Internal game clock is now much more stable, this should result in far less jitter, "input stick", "head stick", "movement stick", "inability to move in multiplayer", and other related bugs.[/p]
  • [p]Client prediction no longer has a memory leak due to accumulating inputs until the world is reloaded.[/p]
  • [p]High render distance should no longer cause game instability[/p]
  • [p]Chunks changing should no longer cause large lag spikes[/p]
  • [p]Rendering more than 4096 chunks will no longer crash the game (wasn't possible with restricted render distance, however was a possible issue on launch day)[/p]
  • [p]Joining a multiplayer game where your mods are synced should no longer keep both your initial mod config and the newly loaded mod config loaded at the same time[/p]
  • [p]You can no longer place into your feet (you can still place into your head, but we're getting there)[/p]
  • [p]Windows should now generate a log.txt, like Linux[/p]
  • [p]Dropped items should now move smoothly with framerate instead of tick rate[/p]
  • [p]Pipes should no longer cause game crashes, and instead may misbehave in the event they enter a bad state[/p]
  • [p]Planter no longer eats it's plants on break, deciding instead to drop the items[/p]
Performance
  • [p]Chunk meshing should no longer cause large freezes on upload[/p]
  • [p]Large worlds should no longer slow down due to simulating grass growth[/p]
  • [p]General event performance improvements[/p]
  • [p]Removed geometry shader from voxel shader pipelines[/p]
[p]The game generally should have more stable frame pacing, room for growth of your factory, as well as letting you explore your worlds more and see with higher render distances.[/p]
Modding
  • [p]Added new API, on_grass_random, an accelerator function for grass behavior[/p]
  • [p]BREAKING CHANGE: Many event APIs have had their return types changed from EventResponse to (), this was done for performance and should be quick to fix, however your mods will be broken unless you correct it[/p]
  • [p]New entity prefab tag "BuildBlocking:VoxelEras" for marking entities as able to block constructs, currently used by the player[/p]
Known Issues
  • [p]Some graphics cards may have severely limited render distance, primarily seeming to effect Windows Nvidia GPUs, working on a longer term fix for this[/p]
  • [p]The game clock may still have issues, please reduce your lighting distance or other settings in order to get your game to a stable framerate, working on a longer term fix for this[/p]