Daily Archives: December 20, 2019

Fixes contd.

Furnace problem is now fixed too – it was trivial. I think I will leave the long sleep problem until 2.3. I can’t readily reproduce it, plus if I am right about it, it would probably take a long time to fix anyway.

Additional changes that will come with the fix:

  • Limestone is made lighter and basalt darker, although not to the same extent they were in 2.1
  • You can use stone chunks instead of stone blocks to craft stone spear/stone club/stone axe.

Btw. the reason I kept the original recipes for stone tools is because I don’t want the players who don’t read the blog (or players coming from Minecraft) to feel lost. That’s why all the original tool recipes work. I don’t think it’s a big problem you can make a stone club from one or three blocks of stone. Up to you how much you waste :-)

Fixes

Here’s the status.

The problem with world corruption when running out of space during 2.1 -> 2.2 conversion is fixed. First of all, the game will not attempt conversion if there’s not enough space. Second, even if conversion is attempted but fails for any reason, the game will be able to restore the world to the original 2.1 state with a high probability of success.

The problem with world lighting is actually two problems. One is long-standing and has been present in the game since time immemorial. It is responsible for abrupt lighting changes from full light to total darkness in certain places (mostly caves, but not only). I will not be fixing this problem in 2.2 – it would require a large refactoring of the entire lighting system.

The second lighting problem is the optimization related issue I introduced in 2.2. It causes the torch to not work in 1×1 holes, among other things. This problem is already fixed.

I have overhauled the hit pushback system for this fix update as well. 100% of successful hits now cause pushback (no more randomization), and the pushback has been made stronger. Actual strength is now dependent on the ratio of attacker to target masses. For example, hitting a rhino will cause nearly zero pushback, while hitting a wolf, quite a bit. Pushback also now causes a short “stun effect”, which makes the target stop for a short period of time (up to 1/3 second, depending on masses ratio). This makes pushback more visually pronounced. The stun effect is also applied to the player.

In general, this change makes killing smaller animals much easier. Big animals though are about the same, or a even a little bit harder to kill. They are heavy, so hitting them causes nearly no pushback or stunning, while them hitting the player has the reverse effect.

Furnace cheating by removing items is currently under investigation, as is the long sleep time.

I should be releasing the fixes shortly.