1.29.2 Demo Out

The next testing version is out on Google Play. Changes:

  • Reordered iron and copper ores in creative inventory
  • Made UI sounds a bit quieter
  • Fixed Bay Trail devices crash bug – if you had frequent crashes when flying/moving, please try it out!
  • Made paintstripper undye clothes and carpets
  • Fixed bucket not gathering water/magma
  • Fixed copper rake not working

I know I mentioned 1.29.3, but it was a mistake :-)

Please update and keep testing!

69 Comments

  1. Posted January 14, 2016 at 00:04 | Permalink | Reply

    Nice, here’s hoping not too many bugfixes before the full release. I can’t wait to start recording in the new update but don’t think my world will update if it’s already generated in 1.28? Check out my channel: Bard The Bandit and leave some feedback if you can :)

  2. Posted January 14, 2016 at 00:13 | Permalink | Reply

    Almost first again! Dang!!! :-)

  3. brythok
    Posted January 14, 2016 at 00:18 | Permalink | Reply

    Lovin’ it. Freakin sweet.

  4. colbyfranknorth
    Posted January 14, 2016 at 00:19 | Permalink | Reply

    Yay! :-)

  5. Posted January 14, 2016 at 00:20 | Permalink | Reply

    Cant wait for the windows version

  6. Posted January 14, 2016 at 00:29 | Permalink | Reply

    Test, test test!

  7. Posted January 14, 2016 at 00:40 | Permalink | Reply

    The stair bug I mentioned in the other post has still not been fixed. It’s horrible!

    https://kaalus.wordpress.com/2016/01/11/1-29-demo-on-google-play/#comment-79952

    PLEASE notice this…

  8. Posted January 14, 2016 at 00:41 | Permalink | Reply

    I am reading a text Computer Organization and Design(look it up I found the 3rd and fourth editions free as a pdf). I will finish it within the month. When I am done I am going to attempt to build a true 8-bit computer with 7 functions(add, subtract, load word, store word, add immediate, move register, jump)it will handle numbers up to 255. The computer will have 256 bytes of RAM. if successful I will build a 16 bit computer

  9. Posted January 14, 2016 at 00:45 | Permalink | Reply

    Something very serious when it comes to changing world generation: https://kaalus.wordpress.com/2016/01/09/underground/#comment-79511

    I really want to know how this will be regarded.

    • Posted January 14, 2016 at 00:53 | Permalink | Reply

      The new generation effects nothing you have ever seen therefore no builds or caverns you’ve been to will be changed. The only stuff that will change is places you have never been to.

      • Posted January 14, 2016 at 00:56 | Permalink | Reply

        Ah thought so, thanks for confirming mate.

        • Posted January 14, 2016 at 01:09 | Permalink

          He didn’t confirm anything, this guy doesn’t get it.

        • Posted January 14, 2016 at 08:32 | Permalink

          If another person is saying what I’m thinking then he/she is removing my doubt. Don’t think he/she was wrong anyway.

      • Posted January 14, 2016 at 01:08 | Permalink | Reply

        Yeah obviously. But that is still a huge problem. HUGE. Also, those ‘places’ are called chunks. Those chunks are every 16x16x128 blocks. They are saved in the save data whenever you edit a single block in the chunk. So if you don’t edit a block in a chunk, that chunk will be screwed when it comes to this issue. If you can’t visualize this problem don’t even try to, Kaalus know’s what I’m talking about.

        • Posted January 14, 2016 at 01:14 | Permalink

          I’ve played since 1.17 he has changed the terrain a total of 2 or 3 times. Nothing bad has happened, the worst thing that happened was a two block drop off in a four by four area and a random lake spawning around part of a building. It wasn’t even half the way around. Trust me nothing bad will happen. This is coming form experience of this game.

        • Posted January 14, 2016 at 02:35 | Permalink

          Dude, I’ve also been here since 1.17.

          Drop offs won’t always just be by 2 blocks. Trees will always have leaks into other chunks. Caves will always spread across many chunks. Lakes won’t always be on the lower shelf. THE LIST GOES ON. It’s a huge problem.

          You’re “nothing bad” can be horrible for everyone. Plus, that “nothing bad” was from all of the MINOR world generation changes. 1.29’s is GIANT changes.

      • Posted January 14, 2016 at 01:12 | Permalink | Reply

        Read the replies on that post I linked above. My reply there will help you visualize it, but if you still don’t get it just don’t try to.

        • Posted January 14, 2016 at 02:06 | Permalink

          I understood it in the first place. What happened happened though. The terrain won’t bother anything. If you have android download an old version of the game then update the world. Then you’ll know it’ll be fine, but I’m done talking if you’re not willing to try anything. It’s obvious Kaalus wouldn’t let you update worlds if it would ruin them

        • Posted January 14, 2016 at 03:14 | Permalink

          Actually I’m done talking either way. There’s no need to argue while if we wait we will see in a couple of days.

        • Posted January 14, 2016 at 03:30 | Permalink

          Theoretically corey is right. If terrain generation changes it should look like this;

          This is the result you get when you edit a few chunk then change the seed – similiar to generation changes.

          BUT like eminem said, that doesnt happen. I dont know why but kaalus somehow manages to keep the worlds look. Since none of us knows better than kaalus at coding, lets just wait. If youre worried about losing your world, you can always back it up.

        • Posted January 14, 2016 at 03:36 | Permalink

          The editable delay gate doesnt work under 0.17seconds delay on my device. Is it because my device is an old model (gingerbread -_-) or is it because the game engine cant handle it?

        • Posted January 14, 2016 at 03:37 | Permalink

          Oops ignore the last comment

        • Posted January 14, 2016 at 05:02 | Permalink

          @viper, yes it can very much be like that. It WON’T be that screwed up because Kaalus knows not to alter the surfaces and such. But with the new trees and caves, which are both gigantic terrain changes, you can surely expect your worlds to fall apart.

        • timskillman
          Posted January 14, 2016 at 13:55 | Permalink

          Even though the format has changed, it’s very easy to convert the old to the new … I’ve already written code that loads both 1.28 and 1.29 chunk data and they display with no problems.

          As far as I can tell, the only differences are;

          1) Chunk offsets are now chunk indexes. i.e. the offset used to point to the actual data, now it just references it with a number. This is probably due to to the 32bit blocks exceeding a 32bit range for an offset.
          2) Block data is 32bit rather than 16bit. Note: The first byte still describes the current tile set although this may change if Kaalus adds new tiles.

          In other words, there shouldn’t be any problems loading previous worlds!

        • Posted January 14, 2016 at 17:23 | Permalink

          @timskillman: You’ve misunderstood the problem here… The problem is not to do with loading at all. It’s the generation.

          I’ve already got 1.29 data structures loaded too, I’m mostly baffled by the new Block structure. With my 3D editor I’m developing (have been since 1.27) I’m just waiting for Kaalus’s new chunks.dat format page so I can be exact. My editor is going to be quite a big deal. It’ll have just about all of the features included in VoxelSniper (MC Mod), but for SC worlds. It’s going to be amazing when it’s finished. I already have a simple manual editor with no previews. If anybody wants to try it out just contact me somehow.

        • timskillman
          Posted January 14, 2016 at 21:26 | Permalink

          @crayder1100: … hmm, I really don’t see why the old fractal generation algorithms can’t be used and ‘expanded’ into the new 32bit block structure when loading old files?? It may just mean that the new features will not be generated when loading pre-1.29 files (such as tall trees and sideways logs as these would affect the seed). Besides, as SurvivalCraftEminen argues, I wouldn’t like to announce to the SC world that all their previous worlds are lost for good – it really isn’t worth it (IMHO).

          I must admit that I haven’t examined the rest of the block structure although I know the 1st 8bits still faithfully support the previous block rendering (I get the same texture renditions between 1.28 and 1.29).

          Anyways, your new editor does sound amazing – looking forward to see what it can do :) … I hope you don’t mind me having a go at an editor as well – I’m not using command line instructions and there’s a whole bunch of other things it will do that VoxelSniper doesn’t do easily. SC is just a beautiful environment to model in.

  10. MTB adventures/RCs to the limit
    Posted January 14, 2016 at 00:57 | Permalink | Reply

    This is awesome! Can’t wait for the IOS release!

  11. Posted January 14, 2016 at 01:03 | Permalink | Reply

    Hopefully no more major bugs are found so that its released widely!

  12. Posted January 14, 2016 at 01:48 | Permalink | Reply

    Great work kaalus!

    I mad a map called “simple village” check it out an let me know what you think. It should be in the recently added. Posted it yesterday.

  13. Posted January 14, 2016 at 02:29 | Permalink | Reply

    Sweet!

  14. Posted January 14, 2016 at 03:38 | Permalink | Reply

    The editable delay gate doesnt work under 0.17seconds delay on my device. Is it because my device is an old model (gingerbread -_-) or is it because the game engine cant handle it?

    • Posted January 14, 2016 at 03:39 | Permalink | Reply

      And i think i had the bay trail bug, whatever that is :D
      Thank you!

  15. Posted January 14, 2016 at 03:56 | Permalink | Reply

    Bashed around for over an hour, no bugs to report.

  16. Posted January 14, 2016 at 04:38 | Permalink | Reply

    Anyone else have the bug where when you build something vertically lengthly that it’ll begin to glitch with like longstrams of texture from the top down? It’s nothing new, I just haven’t reported it yet… Lol, the bug has caused some headaches, but in some areas I’ve capitalized on it to make neat looking structures.

    • Posted January 14, 2016 at 05:07 | Permalink | Reply

      Im guessing the structures with the glitch are big or complicated? I think you got geometry limit. Its a pain of all the creative builders. It happens when you place too many blocks in a 16*16 space called chunk. You can try making the building lower etc to decrease the number of blocks

      • Posted January 14, 2016 at 06:37 | Permalink | Reply

        No dude, you got it wrong… There are 65536 blocks in each chunk. That includes air. So no, it doesn’t matter how many “blocks” you place because technically all placing blocks does is replace the air blocks.

        The “bug” is not a bug. Your problem is from the 128 blocks in each column limit. There are 128 total blocks in each column of the world (this includes the bedrock, air, and everything in between). The bottom few layers are always bedrock, so let’s start with 2. Then add about 64 for the ground height, so were around 66. Take that away from 128 and you got your maximum editing height from the ground. My point is, you have a lot of space to build in, but it’s not always enough.

      • Posted January 14, 2016 at 07:58 | Permalink | Reply

        I experenced the same geometry blowout using lava + water = rock approach to making large walls automatically. Nowhere near the max vert height, just too much math going on. Got some neat warps in the fabric of reality.

    • Posted January 14, 2016 at 12:54 | Permalink | Reply

      Yes I have had that problem.
      iPad gen. 3 iOS 9.2

    • Posted January 14, 2016 at 12:58 | Permalink | Reply

      You are going over the geometry limit per chunk, which is 65536 vertices. I could fix the limit, but I am reluctant to. This is because building too much in one space is not good on mobile devices. It may run on your device, but may crash someone else’s, or at least run very slowly. This bug tells you “gently” that you should build elsewhere.

  17. Posted January 14, 2016 at 05:50 | Permalink | Reply

    People mentioned problem with stairs. I’ve created two images, one from SC and one from Explore (MC). Maybe this will explain the problem?

  18. Posted January 14, 2016 at 05:57 | Permalink | Reply

    People mentioned a problem with the stairs. Maybe these two images will help, one from SC and the other from Explore (MC).

    I do not think it is so easy to fix as it seems.

  19. Posted January 14, 2016 at 06:00 | Permalink | Reply

    Some mentioned that there is a problem with the stairs. Mauve these photos will help, one from SC and one from Explore MC).

  20. Posted January 14, 2016 at 06:01 | Permalink | Reply

  21. Posted January 14, 2016 at 06:18 | Permalink | Reply

    Another bug from 1.28 is that when you exit SC, Android says: “Unfortunately SC has stopped”

    I have a Note 3. I think WP once had this bug as well.

  22. Posted January 14, 2016 at 07:02 | Permalink | Reply

    Hey buddy.. Your demo version cuts me off from testing after only a few hours of playing. Uninstalling and reinstalling has become a pain. I have paid app… what to do bro?

    • Posted January 14, 2016 at 19:00 | Permalink | Reply

      It’s just a DEMO. It’s supposed to cut you off. The full version of 1.29 has not been released yet (but will be soon). The paid version that you have is 1.28.

      • Posted January 14, 2016 at 22:59 | Permalink | Reply

        thx bud. but i was hinting at not being able to test very well..

  23. Posted January 14, 2016 at 07:46 | Permalink | Reply

    please enter on Google play a full version of 1.29

  24. Posted January 14, 2016 at 07:50 | Permalink | Reply

    Wondering 2 things. 1) should ice break like glass does when shot? And 2) is there such a thing as tracer rounds for muskets? :D

  25. Posted January 14, 2016 at 09:19 | Permalink | Reply

    Looking forward to update. Love this game, been playing for a long time. I make adventure maps for my two daughters. Unfortunately, they prefer Minecraft because it has Multiplayer :(. Especially since community content went away with IOS. Great game though, one of my favorites on IPad. If it ever goes multiplayer, even just on Bluetooth, it would be a family favorite for us as well. Cheers!

  26. cshels
    Posted January 14, 2016 at 10:11 | Permalink | Reply

    Great job so far Kaalus!

  27. Posted January 14, 2016 at 10:31 | Permalink | Reply

    Question for Kaalus: Will existing worlds be able to generate the new large caves and lava pools in un-explored areas? I notice that the world files get bigger as you travel them, so I assume that new areas are generated as you visit them? Am I right?
    My current world has been with me since 1.26 and I’d hate to make a new one :)

  28. Posted January 14, 2016 at 10:45 | Permalink | Reply

    BUG…
    Boats can’t be placed on water.

    • Posted January 14, 2016 at 12:17 | Permalink | Reply

      No that is not a bug, this has never been possible. It’s more realistic how it is.

    • Posted January 14, 2016 at 12:27 | Permalink | Reply

      You place it on the beach and push against it until it drops into the water :)

  29. Posted January 14, 2016 at 13:51 | Permalink | Reply

    I’ve noticed something of strange with the latest update…
    Now the Diamond tools deals more damage than iron/copper tools… (Example, Iron/Copper Machete deals 7 damage while Diamond Machete deals 8)… So now diamond tools are slightly more powerful in terms of damage than Iron Tools… Interesting…

  30. timskillman
    Posted January 14, 2016 at 14:53 | Permalink | Reply

    Hi Kaalus, I don’t know how easy/hard this would be, but would it be possible to have a ‘bake map’ option when uploading to Dropbox/SD card?

    In other words, the area travelled on (or an area around the current position) would ‘bake’ all its chunks so that an external editor can edit the whole of the area and not just affected chunks??

    (I can only beg :))

    This may be a bug … but I’ve noticed that chunks a long way off are ‘baked’ (even chunks at sea) – presumably because lighting hit them? … it would save file/memory space if at least some of these affected chunks weren’t baked.

    • timskillman
      Posted January 14, 2016 at 22:18 | Permalink | Reply

      … lightning (not lighting!!) Sry.

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