

Increased precipitation particle system range when visibility range is largeĪdded iron ore chunks that need to be smelted instead of iron ore blocksĪdded germanium ore chunks that need to be smelted instead of germanium ore blocks Increased large and medium keg explosion powerĪdded bestiary with animals parameters displayedĬotton clothes give 10% protection (absorb 10% of attack damage) Increased musket and crossbow strength/durability

Players made slower, only speed up on gaining experience/wearing shoesįixed and overhauled environment temperature system Player requires level 2 to use diamond tools/weapons/armor Increased campfire animals avoidance range IOS 7.0 now required due to gamepad supportįixed aiming circle offset for left-handed setupįixed model orientation when walking sideways/backwardsĬampfires burn for longer and produce more heat Tweaked creature spawn ratios to have more dangerous animalsĭefault players now have names: Walter, Basil, Geoffrey, Zachary, Doris, Mabel, Ada and Shirley.Īllowing longer visibility range: 320 blocks

affects all abilitiesĭragging items on top of controls/buttons to drop them works Replaced VitalStats panel with new display that shows how level/sickness etc. Wolves/bears/piranhas/hyenas/coyotes etc. Increased attack resilience of most creatures Reduced egg laying frequency of flightless birdsĪdded possibility to flip screen upside downĪdded female players, female players are weaker but faster and need less foodĭifferent default clothing for all player variantsĬows/bulls textures changed to better match other animals Health replenished during sleep only when not starvingĬannot throw more often that once per 1.5 seconds in challenging to avoid machinegunning with rocksĪdded support for island generation with configurable size Made bison have cattle drive behaviour – drive herd of bison onto an animal you want to killĬustomizable colors palette and color names per world Runaway AI: fixed spurious running away from a distant attacker Herding AI: chasers now break off and return to herd when too far away Producing more pistons from the crafting recipeĪdded food rot mechanics and rotten items (milk, meat, bird, fish, pumpkin, egg, dough, bread etc.)Īdded 3d models for all chunk items (coal chunks, stone chunk etc.)Īdded support for having multiple players in the worldĪdded multiple view layouts (2-split horizontal/vertical, 3-split horizontal/vertical/even, 4-split) If it is, then we would replace both 16 and 128 with the resolution of the furniture.Added settings to disable supernatural creaturesįixed inventory widgets dismissing with inventory button/e key This formula might also be useable for furniture as well. So this example means that the values are: [ 0, 0, 0, 0Īccording to Kaalus's documentation of the Chunks file format, the formula for getting the index of an individual block of a chunk's array of blocks from a given x, y, and z value is: int blockIndex = y + x * 128 + z * 128 * 16 // where x is 0-15, y is 0-127 and z is 0-15 The numbers on the left side of the asterisks specify the amount of times the block is repeated, and the numbers on the right specify the block values (usually just the ID). The example above, 5*0,1*21,1*0,1*21, is a small vertical wooden thing. The Values value of each furniture design specifies the individual blocks of that design. "Indices" string "2 3" # Specifies the designs this pack contains If it exists, it specifies the design that this turns into when selected. "LinkedDesign" int # This might not be present. "InteractionMode" Game.FurnitureInteractionMode
