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Voxel Eras News

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]

Experimental v1.2.1

[p]Hey everyone :)[/p][p]Smaller update, I've been working on some experimental fixes over on the experimental branch. This includes a few bug fixes, some rendering changes, internal time sync improvements, and some more.
[/p][p]From what I have heard, these changes have helped improve some problems, so if you're having an issue, try this first![/p][p][/p][p]I will have a proper update and patch notes out soon once a few more things are dealt with, thank you for having patience as I get all of these problems out of the way. If you have run into an issue, and you haven't let me know about it via Steam's discussions or the Discord, please make sure to do so! Logs in the form of the log.txt next to your game files, a screenshot of your multiplayer debug menu, and / or a video of your problem go a long way in helping me root out these issues.[/p]

v1.1.1

Fixes

- Winder handles it's new rules from 1.1.0 properly
- Potential another fix for network jitter / input refusal (relating to slow servers..?)

Chopper, Planter, Wrench, Mods - v1.1.0 Now Available

[p]Hey everyone![/p][p]Thanks for the fantastic launch! Honestly blew my own expectations out of the water, and I'm excited to show you what I've got in store as time goes on.[/p][p]To start, some light content additions, and an overall cleanup for release to iron out the biggest issues I'm seeing.[/p][p]Enjoy![/p]
New
  • [p]Chopper - Punch tree, get wood? Get lost. Cut your trees down with clockwork today![/p]
  • [p]Planter - Get digging! It's growing season! Automate your planting with clockwork.[/p]
  • [p]Wrench - A handy tool for wrangling the pipes into tight corners.[/p]
  • [p]Mod Sync - Mods marked as sync now will sync in multiplayer on world join[/p]
  • [p]Mod Config - Mods can be enabled and disabled, as well as reloaded, within the game[/p]
  • [p]Remaining buildable count is now shown below the cursor[/p]
  • [p]New intermediate, sawblade[/p]
  • [p]Ability to drop items from your inventory :P[/p]
  • [p]Ability to clear pipette immediately via Q[/p]
Changes
  • [p]Some UI buttons have had their activation changed from on click to clicked down, which makes some elements more responsive[/p]
  • [p]Door cost reduced from 6 planks to 4 planks[/p]
  • [p]Winder now keeps 2-5 fuel in it, ensuring it always has fuel before extraction[/p]
  • [p]Physics interactions should be less unstable and more forgiving[/p]
  • [p]Added stack burn ticks and stack size to item tooltips[/p]
  • [p]Improved some error messages to be less "cryptic" and more useful[/p]
Fixes
  • [p]"Input stick", multiplayer input non responsiveness, movement jitter, world load camera snapping, or other expressions of input issues related to game time sync have now been greatly improved. If you had issues with multiplayer or game jitter I'd recommend trying this patch![/p]
  • [p]Hand and construct ghost for the local player are now disabled on UI disable[/p]
  • [p]Falling below the world will cause you to be put back on top of the world[/p]
  • [p]Raycasts no longer hit the first checked collider and now hit the closest hit collider (placing on non full voxel colliders is more inline with expectations)[/p]
  • [p]Torches now properly break based on support loss[/p]
Modding
  • [p]Breaking change: Inventory slots now include an additional parameter, using_shift, which will be later used for shift click transferring items.[/p]
  • [p]Constructs now have tags[/p]
  • [p]Constructs now have get_variant(construct: Construct, rotation: VoxelRotation) -> ConstructVariant for easier construct usage[/p]
  • [p]is_ui_hidden is available to check if the UI is currently toggled off[/p]
  • [p]Some metal working recipes have had their identifiers changed to remove "Workbench" and replace it with "Anvil"[/p]
  • [p]Player now has "Stat:JumpMultiplier", "Stat:MoveMultiplier", and "Stat:GravityMultiplier" which can be added as f64 to the player's metadata to change the properties from their default of 1.[/p]
  • [p]Pipes now have "Stat:ProgressTicks" to indicate their speed[/p]
  • [p]Added more on screen errors over crash logs[/p]
  • [p]get_players to get all player identifiers in the world[/p]
  • [p]Added set_pipe_mode, on_pipe_configuring, and on_pipe_config_action which are standardized functions for pipe configuration[/p]
Known Issues
  • [p]Players fall through the block they were standing on when loading a world from before this update, this is a one time issue due to physics changes[/p]