More fixing

Apprently 1.29.6 is not good enough either.

I spent half of today chasing an out of memory crash when uploading large worlds. It turns out it’s an issue in Mono (the library I use to run the game on Android/iOS). There’s not much I could do, but it should be a little better in 1.29.7. Windows users don’t have this problem because there’s no Mono there.

Here’s 1.29.7 changelist:

  • Fixed projectiles hitting targets multiple times
  • Fixed a bug that would sometimes affect musket when shooting at the ground from close range
  • Reduced memory usage when compressing worlds for upload





Will this ever end! Someone tried to cook an egg and it did not work. Oh well, we need 1.29.6…

Since 1.29 there are 2 types of eggs, laid and non-laid. Laid egg is an honest egg, laid by a bird. Non-laid egg, also known as spawner egg, is a cheaty little egg taken from creative inventory.


The difference is vital: when thrown, laid eggs have only a very small chance of spawning a bird. Spawner eggs have 100% chance. This must be so, otherwise in Challenging you could cheat by throwing an egg and turning it into a bird, which is much more nutritious.

Before 1.29 it worked by making all eggs spawn with 100% probability in creative mode only. Since the dispenser was added this is not good enough. You may want to dispense laid eggs as food, or make dispenser spawn animals by shooting spawner eggs. This must work in Challenging or Adventure. So the old system was not good enough, hence 2 egg types.

The problem was that I forgot to adjust cooking recipes. Result: spawner eggs were cookable instead of laid eggs. There’s no point in cooking spawner eggs. Cooked werewolf spawner egg anyone? So this is corrected in 1.29.6. I also modified weapons/tools powers and durabilities a little to give more credibility to this version.

Anyway, 1.29.6 is published. Maybe this is it.

When I am not reading your comments I am working on 1.30.




1.29.5 is out on Google Play. Changes:

  • Fix for wires sticking out of the wall
  • Fixed stairs placement
  • Reversed hands movement vs legs when walking in 3rd person mode

Hopefully, maybe, this will be the last one?


More fixes

As the weekend nears, more people have taken to testing the game and the result is more bugs discovered.

I made another adjustment to stairs placement. I am sure it’s still not ideal, but you can now do the below, although you need to start by placing all inside blocks and only then the outside (thanks to Alex Lesser for posting the problem screenshot):


Another bug is to do with wires sticking out of the wall after replacing gate with wire. I reproduced that and I’m working on a fix. The electricity format changed completely in 1.29, so this is only to be expected that there are little problems like that.

That means other platforms must stay patient for a little while longer.



1.29.4 published

You probably noticed that 1.29.3 full version is already out. Have fun, and keep testing.

I’ve just published 1.29.4 which adds a few cosmetic changes, one being adjustment of delay gate UI to show delay from 0.01 to 2.56 instead of 0.00 to 2.55.

I am publishing it because by accident I pulled some early changes I am working on for 1.30 into 1.29 branch. They should have no user impact whatsoever, but I want to be 100% sure before I release for iOS and other platforms.

If 1.29.4 is good, I will be publishing for all other platforms. I will also announce a small contest.

Some technical stuff

One of the side effects of the bugfix for Bay Trail devices is disabling of terrain vertex buffer/index buffer caching. I am worried about that, and I was wondering how much effect it will have on framerate consistency.

I made some measurements on Nexus 4 at 256 visibility range (i.e. heavy load). The table below contains standard deviations of frame times and percentages of frames above 100ms (i.e. stuttering).

Uncached (1.29.2) Cached (1.29.1)
Frames stddev >100ms % stddev >100ms %
0 0.37 1.6 0.124 0.4
250 0.26 0.4 0.434 1.6
500 0.236 0.4 0.468 0.4
750 0.322 1.2 0.371 0.8
1000 0.249 0.4 0.342 0.8
1250 0.273 0.4 0.397 0.8
1500 0.349 1.2 0.317 0.8
1750 0.417 1.2 0.507 0.8
2000 0.38 2 0.47 1.6
2250 0.31 0.8 0.42 2.4
2500 0.306 1.2 0.209 1.2
2750 0.222 0.8 0.405 1.6
3000 0.371 2.4 0.486 1.6
3250 0.402 2 0.321 0.8
3500 0.265 1.2 0.322 0.4
3750 0.293 2 0.363 1.2
Average 0.314 1.2 0.372 1.075

Each row is calculated from 250 frames, the entire table is 4000 frames.

As you can see, there’s not much difference at all. In the uncached scenario 1.2% of frames were above 100ms, while in the cached scenario 1.075%. I suspect this small difference is well within the measurement error. Especially that standard deviations point the other way, uncached is actually more consistent when it comes to frame length.

Sorry for boring you with this technical stuff :-) Should be releasing full version to Google Play soonish.



Stairs bug

Thanks for all the great screenshots of the stairs problem. I made some changes, and it is now possible to do that:


The problem was that the stairs connected unnecessarily to a neighbor block of stairs, forming a corner, when the neighbor was a corner itself. This is now fixed. The whole system is a bit complicated, but nowhere near as complicated as wires/electricity implementation ;-)

Stairs/slabs lighting is still a little bonkers, but this is a job for another update.

I will be releasing full version of 1.29 on Google Play soon.

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!

Bay Trail fix

Good news! I finally found a way to workaround the video driver bug on Intel Bay Trail Android devices.

To remind you, this bug caused instant application crash, usually when flying or moving fast, normally after a few minutes of the game. It has been in the game since at least 1.27, maybe even 1.26.

Bay Trail devices are becoming fairly common, especially in the low end segment of the market, so this is excellent news. Some Bay Trail devices:

  • Tesco Hudl 2
  • Acer Iconia Tab 8
  • Onda V819i
  • Asus ME176
  • Dell Venue 7 & 8
  • Doubtless many, many more…

I don’t know whether the latest Cherry Trail chipset is also affected by this bug. Anyway, the next release of 1.29 will have it fixed (or rather worked around – I can’t fix Intel’s buggy drivers).

I will be releasing 1.29.3 with all the bugfixes so far shortly.

1.29 bugs so far

  • Copper rake does not work – fixed
  • Empty bucket does not pickup water/magma – fixed
  • Paint stripper should be able to “undye” clothing and carpets – done. Thanks to Chris Drake for suggestion!

All these will be out in 1.29.2.

Please keep testing!

Btw. a great video from ArMax:

I love it.