Oct 21, 2018
Staxel - EGadd

Halloween Update

Get your spook on with these creepy Halloween masks! Be the talk of the town, or the local boogie monster if that’s more your style.

These masks are part of the upcoming Halloween update that we're currently working on! The masks will be craftable at the pumpkin carving table, and will also be a permanent addition to the in-game catalogue during the Halloween update so you can still pick them up after the holiday is over! I don’t know about you, but I’ll be sporting the zombie chicken head. I just hope my chickens don’t mind too much...



A new scary furniture set is also in the works to celebrate this Halloween in style! Each and every room in your house will be decorated to celebrate the creepiest of holidays. Dine surrounded with cobwebs, and sleep in a coffin… what could be more festive than that?

Like the masks, this furniture set will be a permanent addition to the game so don’t worry about missing out!

That’s all I can share for now, but it shouldn’t be a long wait for these new goodies to go live. We hope you’re as excited as we are!
___________________________________________________________

Staxel on GOG.com

Over the past year we’ve had a lot of people requesting a DRM-free option for playing Staxel.
We’re pleased to let you know that if DRM-free is your jam, you can now pick up Staxel from the GOG store!



The GOG version of Staxel is exactly the same as the versions you’ll find on Steam, HumbleBundle and our own website so you’re not missing out on any features by going DRM-free.

You’ll still be able to play multiplayer with your friends on Steam too! The only difference being that you’ll need to set up a dedicated server using the Server Wizard to play with your friends who are on Steam.
Servers are pretty simple to set up, but if you have any questions or are struggling to figure it out, you can always send us an email or head on over to the Discord and someone will be around to help :)
___________________________________________________________

Next Major Staxel Update

Just to let you all know, Staxel’s next major update is in currently in the works.
We won’t be giving out too many details on this for the time being, but rest assured we’re all working hard to bring more interesting content to the game for you all to enjoy.

Keep an eye out for future issues of the Staxel Reporter where we’ll be posting updates and sneak peeks of what we’re working on.
Staxel - GekooktEi
After a lot of hard work, we're very proud to say that 'Staxel 1.3 - Friendship Update' is now live! Let's take a look at some of the new content you’ll be seeing in game.

The New Friendship System

The main aspect of this update is adding more depth to the villagers. You can now build relationships with your neighbours by talking with them on a regular basis, giving them gifts, doing them favours and completing their 'Friendship quests'!

Befriending a villager comes with certain benefits; when you get to know them well you might receive some special gifts, and if you take a liking to one villager in particular, you can even invite them to become your roommate! It's important to choose your best friend carefully though, as you can only have one roomie at a time!



Villager Behaviour

Along with all their new dialogue, the villagers' daily behaviour has been upgraded too. You might find villagers doing more day-to-day activities like shopping in the local store, or having conversations with each other. We’ve found that these changes breathe much more life into the village, and Leif seems pretty happy about it too!



More Quests

Villagers each have special 'Friendship quests' for you to complete, if you choose to. I certainly don't want to spoil the fun by going into detail here, but I will say you'll really be seeing your neighbors’ personalities come out with this update. Each villager's quests are unique to them, so by helping out you'll learn more about them and build a stronger relationship to boot!



New Festivals

We've added a new fully-fledged Springtime festival, along with a 'mini festival' of sorts. Of course, I'm not going to reveal too much about either of these, but what I will leave you with this cheeky sneak peek.



New Content

Along with all these new systems, we've also added a lot of new content too. New outfits, accessories, furniture pieces, toys, and even new pets! Some of the new gear can only be collected in specific ways (for example, completing friendship quests), so I'm sure all of you collectors will have a blast gathering all the new loot!

This isn’t all you’ll find in 1.3 though, for further information on the changes you can read the changelist below (note that this isn’t an exhaustive list). The best way to find out what's new is to update Staxel and give it a spin! We're all pumped with how it's turned out and can't wait to see what you all think of it. Have fun!

CHANGELIST

Major new content:
  • Friendship system: Befriend the villagers by giving them gifts, conversing with them, or completing daily quests.
  • Roomies: Help out a villager enough, become their best friend, and maybe they’ll agree to move in with you! All you need to do is given them a certain special item and make sure you set up your own home’s signpost!
  • Gifts: You can now give villagers items by pressing the correct button with the item selected.
  • New quests: More than 35 new quests spread across 11 villagers, spanning several friendship storylines (Leif, Eris, and Jamie will receive theirs in a future update).
  • New pet type: Unlock an entire new species of pet through Rosemary’s quests! Not even the whole dev team knows what it is!
  • New faces: New storylines bring with them interesting new individuals!
  • New hats: Who doesn’t want more hats?
  • New furniture and tiles: Even more ways to decorate!
  • Quest items: These specially marked items are extra hard to lose:
    • They can’t be dropped or thrown away.
    • They will always end up in your inventory, even if it is full.
    • They’ll even throw out a random item to make room if necessary!
  • Placeable quest tiles will always return to the inventory when broken.
  • A new festival: Springtime brings with it a tiny disaster.
  • New building tools: Tape measures simplify judging sizes, along with many other handy tools to make building a cinch!
Detailed 1.3 Changelist:
Added:
  • Reputation and reputation levels
  • Reputation icons displayed in nametags
  • Reputation can be gained by:
    • Talking
    • Giving Items
    • Completing daily quests
  • The ability to invite villagers to be your roomie upon completing their questline
    • Roomied villagers will hang out at your house
    • Roomied villagers will have extra special dialogue
  • A new species of pet
  • A new festival
  • Dozens of new quest items
  • New hats
  • Conversations with Murmurs (Merchants)
  • Postboxes and signs can have extra criteria:
    • Must be away from town
    • Must not overlap with another totem
  • Villagers can go shopping in the village
  • Villagers can converse with each other (only used in quests for now)
  • Dialogue can be used to spawn villagers, tiles, and more.
Fixes:
  • Allow all numpad buttons to be mapped; some were missed by mistake
  • Fix pets colliding with doors while following their owners
  • Fix some cases of Journal entries duplicating
  • Fix an issue where postbox/totem sale pools couldn’t be expanded with new tiers
  • When checking for an item in a players inventory, the clothing slots were skipped
  • Fixed some dialogue issues, which resulted in getting stuck in conversations

Modding:
  • Added a large number of extra Dialogue Commands
  • Added functionality to fishables to be active during certain quests, or while certain totems exist
  • Added functionality to plants to drop seeds when broken at certain stages
  • Allow villagers to be farm animals
  • Added village global variables for dialogue
  • Added personal cross-villager variables for players in dialogue
  • Add the ability to defer dialogue commands, limited to a small handful of commands for now
  • More extensive dialogue validation
  • Regards are now included in villager npc files
  • Dialogue pools blocked by friendship levels are included in villager npc files
  • Fixed an issue where a misnamed dialogue command could still be validated
  • Fixed an issue where farm animals, and pet models were not checked
  • Fixed bodytype layers in some animals
  • When creating translation files for dialogues, the content builder will now filter to .dialogue and .npcconversation files.

Plus countless other minor changes lost to the wind.
Staxel - GekooktEi
You've asked about it a lot (and we've done our fair share of teasing)! We can finally say that Staxel's 1.3 Friendship Update launches the 20th of July -- that's Friday next week!

There's something for everyone with new villager friendships, summery items, a pet store and a new festival!

What's the first thing you will do when the update hits?

Staxel - EGadd
Hey everyone, I think it’s about time we gave you some insight into how development of our next major update is going. Spoiler alert: It’s going great!

Just to remind you, this update is not live yet. This update contains some ambitious plans, the main features we mentioned before are:

Friendship and Roomie System

Our next update mainly concerns Staxel’s quirky villagers. We’re adding tons more dialogue content and progression to them and you’ll be able to get to know them all a whole lot better.

If there’s a particular villager you’re getting along with super well, you’ll even be able to roomie up with them!



Pet Shop

This will be the main hub for anything related to your fluffy companion. The store will sell pet accessories, tools, and even some new pets - sorry Fido!
Pets are one of the aspects we’ve received an overwhelming amount of requests to add on to. Having this system in place will mean we can easily add new pet breeds to Staxel without too much fuss.

New Festival

As development continues we’re trying to add more and more festivals. The 1.3 update includes a mysterious new Springtime festival, but I don’t want to give away too much on it just yet. We’re sure you’ll all love it though!

So now that we’ve covered what you’ve got to look forward to, let’s talk about the current stage we’re at with everything.
All of the new dialogue and quests have been written up and are currently with the translators. There’s a whole bunch of new text in this one as you’d expect, we really wanted to put the focus on the villagers and give them a lot more depth. In the meantime, we’re busy making sure everything is implemented correctly and we’re about to enter the testing phase, (we need to make sure that absolutely everything is working correctly and that none of the new features could possibly end up breaking the game).

Besides being busy with that, we’ve been sprinkling in some all-new content along the way! While most of the team are busy with implementation and testing, others have been working on some fun new items you’ll be able to get in the game. (Particularly some Summer-themed ones!) Now, I have no intentions of spoiling all the new content but I can give you a cheeky glimpse at some of the new Summer stuff at least.



Along with these delicious summery treats, we’re adding swimsuits, beach gear, and toys! Take some time off from the farm and go enjoy the beach! Did somebody say water gun fight?

I’m going to stop it here though before I get in trouble.

We can’t wait for 1.3 to go live, we’ve all been working very hard on it! This update contains a lot of changes to how Staxel will be played, and we think everyone will enjoy what it will bring to the table. The villagers are much more fleshed out now, and with another festival in the pool you will all be able to celebrate the release of 1.3 in style!

Thanks everyone for giving this a read, I hope you’re all as pumped for 1.3 as we are! I can’t give you a specific release date, but what I can say is it’s not long now!
May 11, 2018
Staxel - EGadd
Hey everyone! Today I thought we’d do something a little different. This article is going to take us back to Staxel’s humble beginnings where we’ll take a look at some old screenies and concept art. Enjoy!



Staxel’s been through a lot these past 4 years. Starting in 2014 it was originally going to be a puzzle game until the team decided to steer it towards the farming, village-life game it is today!




Originally you were going to be based on a farm that was transported into the middle of a waste land, along with other ‘divots’ of land from other parts of the world. These ‘divots’ were going to contain a puzzle to solve. The reason we moved away from this idea was because creating these divots proved to be far too time consuming to create just one, where we wanted a lot more.



The first two years were heavily focused on engine work. Staxel uses a custom engine which has been developed in-house since the start of the project. While we’re constantly working and improving on our engine, the real content only started being put in a couple of years into development. As you can see above it was well worth the effort! We still have this server somewhere, and us devs boot it up once in a blue moon for a lil’ bit of nostalgia.



Here’s the first mockup we did for one of our original Staxel characters, “Jen”. It’s actually pretty close to the mark when you look at the style we finally settled on. The main differences being the upper body and the level of detail each villager has.



And here is the very first Staxel character, our mascot, Harry. I don’t remember exactly what we were working on when we were adding these but I think it might have been rendering. We had hundreds of these titans scattered across the game world, forever looming over the players. I must say, logging in was much less terrifying once these were taken out.




Here’s a screenie of when we were working on the render distance. This one was taken before we’d done any fine tuning on the world gen, and before we had thought of the idea of an island. Back then the world generated infitely. We decided to go with an island because we felt the player didn’t need an infinite amount of space and thought it would take focus away from the farming and village life aspect of Staxel.



I’m going to finish up with this old gem. This one was taken within the first couple months of development, where we jokingly titled it ‘Wardrobe Simulator 2014’. It’s always so bizzare going through these old screencaps and realising how far Staxel has come! While Staxel is all well and good now, I sure am going to miss all those wardrobes.
Apr 9, 2018
Staxel - EGadd
Hi Staxivilians

We've been quite busy with bug fixing and design but we're ready to share news of our next major update.

💞 Friendship System
Work has started on our friendship system, this will consist of the following
  • Each Villager has a storyline to follow
  • Give gifts, help them out or talk to them to increase your friendship level with your favourite villagers
  • Once you reach a new friendship level new events will trigger to learn more about them.
  • At the highest level you can get your favourite villagers to become your roomie
🐶 Pet Shop
  • You will be able to build a pet shop in your town which will allow you to buy new pets, customise them and some other small features
  • There may be some new pets to choose from too, but you'll have to wait and see!
🌽 Crop Quality
  • You will be able to grow and cultivate better quality crops depending on the soil you plant them in and how you take care of them while growing
  • Better quality vegetables will give you more money, better recipes and may even win you a prize
  • There may even be some rarer vegetables to grow for the ultimate farmers out there.
🎆 More Festivals
  • Keep an eye on Max as he tries to bring more festivities to your little village
🐛 General Bug Fixing
  • As usual we will continue to work on bugs to make your play experience even better
Apr 9, 2018
Staxel - EGadd
Hi Staxivilians

We've been quite busy with bug fixing and design but we're ready to share news of our next major update.

💞 Friendship System
Work has started on our friendship system, this will consist of the following
  • Each Villager has a storyline to follow
  • Give gifts, help them out or talk to them to increase your friendship level with your favourite villagers
  • Once you reach a new friendship level new events will trigger to learn more about them.
  • At the highest level you can get your favourite villagers to become your roomie
🐶 Pet Shop
  • You will be able to build a pet shop in your town which will allow you to buy new pets, customise them and some other small features
  • There may be some new pets to choose from too, but you'll have to wait and see!
🌽 Crop Quality
  • You will be able to grow and cultivate better quality crops depending on the soil you plant them in and how you take care of them while growing
  • Better quality vegetables will give you more money, better recipes and may even win you a prize
  • There may even be some rarer vegetables to grow for the ultimate farmers out there.
🎆 More Festivals
  • Keep an eye on Max as he tries to bring more festivities to your little village
🐛 General Bug Fixing
  • As usual we will continue to work on bugs to make your play experience even better
Staxel - bartwe
Patch Notes from Sapling 1.2.13 (180311a) to Sapling 1.2.21 (180406a):

Thanks for sticking with us. A couple of new features have been added and a lot of bugs have been fixed.


Some Important announcements:
Those who are running into a black screen issue, we may have a new solution to the problem. You can try the following;
  1. Find Staxel in your Steam library.
  2. Either Right Click on Staxel and select “Launch Game without MSAA” or Start up Staxel and select the same launch option.
Staxel may be able to start now.

As well as that, there is now an option in Modmanager to completely wipe all mods from the game. This will remove any forgotten files as well. It is recommended to do the following if you have been playing with mods since more than a month ago.
  1. Start Mod Manager.
  2. Once started, click on “Tools” and then “Remove all Modded Files”.
You can reinstall all mods after doing this. (Doing this will also no longer spam as many notifications.)

New:
  • Sponge tool. You can collect and place water with this.
  • Achievement rewards. You’ll receive a mail on how to get these when you get your first reward.
  • You can regrow trees by planting saplings. (You can find the recipe for Saplings in the crafting tab.)
  • New options menu option. Horizontal 3rd person offset.
  • Added a Slight Camera Smoothing effect.
  • A sound will play when night transition is finished.
Changes:
  • Multiple animations should now blend together better. You can drink properly while you sit now.
  • Recipes now correctly show what item you get from them.
  • Removed the human ears on Caiths. Hairstyles should also be more consistent. (Not missing jewels etc)
  • All animal stats are now stored when crating. (Even pets) No more free reseting.
  • Museum now checks for tile categories instead of tiles.
  • Stick bugs have been rotated and now will appear on the side of wood blocks. This increases the rate at which you can find them.
  • The regions of Postboxes/Signs has been slightly extended vertically. Takes affect on new worlds or when breaking/replacing them.
  • Trees can now have colour variation.
  • Merchants will wait a moment before restarting their dialogue again when being spam clicked.
  • Loading screen is now shown when teleporting the player.
  • Removed the postbox on the farm as the player is given one.
  • Changed the Clocks in the Town Hall to not all make sound on new worlds.
  • Made the transition in/out Map Mode nicer.
  • The launcher will now stay up until the game launches. It will also have an icon during this period.
  • Sometimes when finishing dialogue, a notification will appear saying that the journal has been updated.
  • Added some debugging tools to work out the Black Screen Bug.
  • Fossil rocks now have collision.
  • /toggleTimePassing was added to toggle time. /stoptime will eventually be changed.
  • Letters and balloons have been rotated in the hand.
  • A number of placeholder models have been changed.
  • Volume of placement sounds were raised.
  • Festival totems are now unbreakable during festivals.
  • Clock hands now go into the middle.
  • Chat is now hidden on night transition.
  • Some decorative plants now drop themselves.
  • The pet house from the Creative Menu will always spawn a random pet now.
  • Hedges now have auto tiling.
  • Changed how the Client works to better hint drivers.
  • Camera Command now gives feedback on what went wrong.
  • Slowed running animation slightly.
  • Adjusted Farm Fan’s movement and leading mechanics to not require the player to be as close.
  • Allow you to switch colours for the Character Generator background.
Fixes:
  • Polishers counting to Fossil achievements.
  • Fix pets being permanently ill.
  • Fixed a bug where pets would get their hunger incremented twice per day.
  • Fixed an issue with pets that shouldn’t be alive due to not having a house anymore.
  • Farm Fan will now repeat “Find Max” dialogue when talking to her after completing the tutorial but not handed in the registration letter. (Also gives an extra copy of the letter if needed.)
  • Fixed double/overlapping music.
  • Fixed music no longer fading between tracks.
  • Fix seeds going to where the cursor is, rather than the place they were meant to be placed.
  • Some plants with BreakOnSeasonChange, will now delete the tile if the player is around on Season Change. This does not affect tiles further than a bit away. (i.e. Some snow piles will dissappear, but not all.)
  • Fixed an issue where player list will never update with some players.
  • Fixed inventory selling not using the correct stack of items.
  • Fixed creative catalogue buying replacing full sized stacks.
  • Fixed old notifications showing when changing worlds.
  • Fixed an issue where certain blocks caused a jittering effect on the camera when walking up them.
  • Fixed the game’s resolution not defaulting to monitor resolution on resetting options.
  • Try to give an actual error to the client when the server disconnects them.
  • Fixed an issue with waking up at midnight while in the middle of fishing.
  • Fixed some issues with Multiplayer Server list not updating correctly.
  • /enablecheats and /op now correctly allow the Debug options menu to appear.
  • An issue with beach edges not counting as beach biomes.
  • Fixed an issue where docks could find a null entry and pass that on.
  • Fixed issues with parts of the Player not resetting between worlds. This caused issues with the journal.
  • Attempt to remove old duplicate bug entities from older worlds.
  • Fixed some recipes being carve instead of tile.
  • Fixed an issue where you could get the Talking with Farm Fan by clicking on her while too far away.
  • Fixed the wrong notification displaying for shipping dock in certain circumstances.
  • Fixed a hardcoded spawn offset in spawners. They will change depending on tile height.
  • Hardened the game against modded collectables disappearing. These caused issues after removing a mod.
  • Fixed some memory leaking in some functions.
  • Allow the player to interact with things while the debug tools and Creative shovel are in hand.
  • Fixed another money overflow issue.
  • Fixed certain tiles (e.g. clocks) not having the right model show. Also fixes collision on these tiles.
  • Changed how some of the chunk detailing worked.
  • Attempt some sneaky fixes to try and get the graphics driver to use the right graphics card.
  • Fix not all translations showing when the list got too long.
  • Fix parsing multiple of the same argument to the client.
  • Fix an issue with mail after opening the journal.
  • Fix firing off too many threads on machines with low powered cpus.
Modding:
  • Mod Manager now displays much much less Notifications when installing files. (When installing a lot of new mods, it will display 1 message per mod with DLLs. When reinstalling mods it won’t show any messages.)
  • Fixed Mod Manager reinstalling all files, instead of just the ones needed updates, when detecting updates.
  • When Sxlmods no longer exist, show a single message rather than multiple.
  • Made Mod Manager more tolerant of a missing mod folder.
  • Reduced the number of notifications when mods install outside of mod manager.
  • Added an icon to the content builder window. And bring that window to the front.
  • Modmanager will no longer run certain content build validations. Should be faster to complete as well. (Content Builder itself will still use these.)
  • Cleaned up some code with Mod manager’s startup. Should be slightly faster.
  • Tile States on Tiles are now checked on a revalidate.
  • (Code) Universe.CanRemoveTile can optionally output a notification when failing.
  • (Code) Added CanInteractWithTile and CanInteractWithEntity to ModHookV3. (Which inherits ModHookV2)
  • Items now have a “usableRange” property which adjusts how far you can use the item. (Defaults to 10 blocks.)
  • (Code) Added TryGetTotemsOfType in Village. Allows you to get all totems with the same code within the village.
  • Fixed the Hard limit on Species count in Character Generator.
  • Some Assetmanager bindings have been updated.
  • Fixed an issue in AssetManager where editing a path would almost always fail.
  • Added “placementPreviewVariant” to Tiles. This makes sure the right alt model is always used for preview. (Defaults to random alt when not used.)
  • Added “iconVariant” to Tiles. This shows the specified alt model in the hand. (Defaults to random alt when not used).
  • “duration” on crafting reactions must now be non-zero if they are included in the file.
  • Translations now properly support having duplicate replacement values. (e.g. “notif.text={0} {0} {0}” is now supported.)
  • (Code) Notifications now use “GetTranslatedText” which should return an already translated string.
  • (Code) Items now have “GetItemTranslation” and “GetItemDescription” which will give the item name.
  • (Code) Items can now be used in Notification Params. (Used primarily by dialogue).
  • Client Console now only needs a file that starts with “showconsole”
Staxel - bartwe
Patch Notes from Sapling 1.2.13 (180311a) to Sapling 1.2.21 (180406a):

Thanks for sticking with us. A couple of new features have been added and a lot of bugs have been fixed.


Some Important announcements:
Those who are running into a black screen issue, we may have a new solution to the problem. You can try the following;
  1. Find Staxel in your Steam library.
  2. Either Right Click on Staxel and select “Launch Game without MSAA” or Start up Staxel and select the same launch option.
Staxel may be able to start now.

As well as that, there is now an option in Modmanager to completely wipe all mods from the game. This will remove any forgotten files as well. It is recommended to do the following if you have been playing with mods since more than a month ago.
  1. Start Mod Manager.
  2. Once started, click on “Tools” and then “Remove all Modded Files”.
You can reinstall all mods after doing this. (Doing this will also no longer spam as many notifications.)

New:
  • Sponge tool. You can collect and place water with this.
  • Achievement rewards. You’ll receive a mail on how to get these when you get your first reward.
  • You can regrow trees by planting saplings. (You can find the recipe for Saplings in the crafting tab.)
  • New options menu option. Horizontal 3rd person offset.
  • Added a Slight Camera Smoothing effect.
  • A sound will play when night transition is finished.
Changes:
  • Multiple animations should now blend together better. You can drink properly while you sit now.
  • Recipes now correctly show what item you get from them.
  • Removed the human ears on Caiths. Hairstyles should also be more consistent. (Not missing jewels etc)
  • All animal stats are now stored when crating. (Even pets) No more free reseting.
  • Museum now checks for tile categories instead of tiles.
  • Stick bugs have been rotated and now will appear on the side of wood blocks. This increases the rate at which you can find them.
  • The regions of Postboxes/Signs has been slightly extended vertically. Takes affect on new worlds or when breaking/replacing them.
  • Trees can now have colour variation.
  • Merchants will wait a moment before restarting their dialogue again when being spam clicked.
  • Loading screen is now shown when teleporting the player.
  • Removed the postbox on the farm as the player is given one.
  • Changed the Clocks in the Town Hall to not all make sound on new worlds.
  • Made the transition in/out Map Mode nicer.
  • The launcher will now stay up until the game launches. It will also have an icon during this period.
  • Sometimes when finishing dialogue, a notification will appear saying that the journal has been updated.
  • Added some debugging tools to work out the Black Screen Bug.
  • Fossil rocks now have collision.
  • /toggleTimePassing was added to toggle time. /stoptime will eventually be changed.
  • Letters and balloons have been rotated in the hand.
  • A number of placeholder models have been changed.
  • Volume of placement sounds were raised.
  • Festival totems are now unbreakable during festivals.
  • Clock hands now go into the middle.
  • Chat is now hidden on night transition.
  • Some decorative plants now drop themselves.
  • The pet house from the Creative Menu will always spawn a random pet now.
  • Hedges now have auto tiling.
  • Changed how the Client works to better hint drivers.
  • Camera Command now gives feedback on what went wrong.
  • Slowed running animation slightly.
  • Adjusted Farm Fan’s movement and leading mechanics to not require the player to be as close.
  • Allow you to switch colours for the Character Generator background.
Fixes:
  • Polishers counting to Fossil achievements.
  • Fix pets being permanently ill.
  • Fixed a bug where pets would get their hunger incremented twice per day.
  • Fixed an issue with pets that shouldn’t be alive due to not having a house anymore.
  • Farm Fan will now repeat “Find Max” dialogue when talking to her after completing the tutorial but not handed in the registration letter. (Also gives an extra copy of the letter if needed.)
  • Fixed double/overlapping music.
  • Fixed music no longer fading between tracks.
  • Fix seeds going to where the cursor is, rather than the place they were meant to be placed.
  • Some plants with BreakOnSeasonChange, will now delete the tile if the player is around on Season Change. This does not affect tiles further than a bit away. (i.e. Some snow piles will dissappear, but not all.)
  • Fixed an issue where player list will never update with some players.
  • Fixed inventory selling not using the correct stack of items.
  • Fixed creative catalogue buying replacing full sized stacks.
  • Fixed old notifications showing when changing worlds.
  • Fixed an issue where certain blocks caused a jittering effect on the camera when walking up them.
  • Fixed the game’s resolution not defaulting to monitor resolution on resetting options.
  • Try to give an actual error to the client when the server disconnects them.
  • Fixed an issue with waking up at midnight while in the middle of fishing.
  • Fixed some issues with Multiplayer Server list not updating correctly.
  • /enablecheats and /op now correctly allow the Debug options menu to appear.
  • An issue with beach edges not counting as beach biomes.
  • Fixed an issue where docks could find a null entry and pass that on.
  • Fixed issues with parts of the Player not resetting between worlds. This caused issues with the journal.
  • Attempt to remove old duplicate bug entities from older worlds.
  • Fixed some recipes being carve instead of tile.
  • Fixed an issue where you could get the Talking with Farm Fan by clicking on her while too far away.
  • Fixed the wrong notification displaying for shipping dock in certain circumstances.
  • Fixed a hardcoded spawn offset in spawners. They will change depending on tile height.
  • Hardened the game against modded collectables disappearing. These caused issues after removing a mod.
  • Fixed some memory leaking in some functions.
  • Allow the player to interact with things while the debug tools and Creative shovel are in hand.
  • Fixed another money overflow issue.
  • Fixed certain tiles (e.g. clocks) not having the right model show. Also fixes collision on these tiles.
  • Changed how some of the chunk detailing worked.
  • Attempt some sneaky fixes to try and get the graphics driver to use the right graphics card.
  • Fix not all translations showing when the list got too long.
  • Fix parsing multiple of the same argument to the client.
  • Fix an issue with mail after opening the journal.
  • Fix firing off too many threads on machines with low powered cpus.
Modding:
  • Mod Manager now displays much much less Notifications when installing files. (When installing a lot of new mods, it will display 1 message per mod with DLLs. When reinstalling mods it won’t show any messages.)
  • Fixed Mod Manager reinstalling all files, instead of just the ones needed updates, when detecting updates.
  • When Sxlmods no longer exist, show a single message rather than multiple.
  • Made Mod Manager more tolerant of a missing mod folder.
  • Reduced the number of notifications when mods install outside of mod manager.
  • Added an icon to the content builder window. And bring that window to the front.
  • Modmanager will no longer run certain content build validations. Should be faster to complete as well. (Content Builder itself will still use these.)
  • Cleaned up some code with Mod manager’s startup. Should be slightly faster.
  • Tile States on Tiles are now checked on a revalidate.
  • (Code) Universe.CanRemoveTile can optionally output a notification when failing.
  • (Code) Added CanInteractWithTile and CanInteractWithEntity to ModHookV3. (Which inherits ModHookV2)
  • Items now have a “usableRange” property which adjusts how far you can use the item. (Defaults to 10 blocks.)
  • (Code) Added TryGetTotemsOfType in Village. Allows you to get all totems with the same code within the village.
  • Fixed the Hard limit on Species count in Character Generator.
  • Some Assetmanager bindings have been updated.
  • Fixed an issue in AssetManager where editing a path would almost always fail.
  • Added “placementPreviewVariant” to Tiles. This makes sure the right alt model is always used for preview. (Defaults to random alt when not used.)
  • Added “iconVariant” to Tiles. This shows the specified alt model in the hand. (Defaults to random alt when not used).
  • “duration” on crafting reactions must now be non-zero if they are included in the file.
  • Translations now properly support having duplicate replacement values. (e.g. “notif.text={0} {0} {0}” is now supported.)
  • (Code) Notifications now use “GetTranslatedText” which should return an already translated string.
  • (Code) Items now have “GetItemTranslation” and “GetItemDescription” which will give the item name.
  • (Code) Items can now be used in Notification Params. (Used primarily by dialogue).
  • Client Console now only needs a file that starts with “showconsole”
Staxel - EGadd
There have been a number of updates since the Journal and Museum update 2 weeks ago. We have been working hard in order to make the game more stable, and have fixed a large number of issues.

We won’t be posting any new patches until the 28th. This is due to some of our Dev team being in the middle of a trip. However the next update after that time will feature a large number of fixes!

Here is the list of patch notes since the 1.2 update;

New:
  • Left-handed mode is now working again after a long time out. Can be found under Other in options menu.
  • Camera Height option is added to the options menu.
  • Journal and Selfie mode are now rebindable from the defaultControlBindings.config
  • New server option added. noPause. Disables pausing when noone is on the server.
  • Added Spanish, Brazilian and Russian languages. (New russian font since 1.2.7)

Changes:
  • Lowered size of objects on shelves.
  • The fancier displays can no longer be bought from Catalogue. You’ll need to earn them now.
  • Animals can be pushed around better now.
  • Fossil polisher output adjusted to not sink into table.
  • Changes to some food models and petal models.
  • Fossils spawn about 20% as often as before.
  • Slight increase in most crop prices. Small changes to other prices.

Fixes:
  • Added client side verification of bundles given by servers.
  • Removed SlimDX from Staxel and use FNA’s controller handling instead. Should no longer have issues with SlimDX not being found.
  • A try at fixing locked controls when alt-tabbing.
  • A try at fixing the Grey screen reappearing after waking up from night transition.
  • Fixed Bugs/Fossils having a reduced spawn rate under certain conditions.
  • No longer spawn more than the single vorlen spawner when the player has one already.
  • Fix Smoker not interacting with the top half of apiaries.
  • Changed windowed mode transition, should perform closer to expected now.
  • A number of background changes when dealing with data.
  • Increased the size of smaller outlines.
  • Fixed Mail crashing due to parsing an old staxel version from file. (Pre 1.0 versions.)
  • Remove old collectable items if they no longer exist / no longer have a collectable component.
  • Added some achievement verification.
  • A number of background changes to engine code.
  • Fix animals not respecting doors.
  • Fix a crash when looking at a bug with the Net.
  • Fix another case of getting the wrong bug when catching.
  • Other Catchable bug fixes.
  • Fix a null pointer when a pet desync from their house.
  • Other Entity Fixes.
  • Fixed a bug where you couldn’t maximise the window after changing from fullscreen/borderless.
  • Some achievement crashes.
  • Fixed a null reference when audio system failed.
  • Fixed some compaction issues with Networking.
  • Some other fixes to networking issues. (Specifically issues appearing while joining modded servers.)
  • Some other behind the scenes issues.
  • Fix for very old worlds allowing infinite catching of bugs.
  • Fix world crashing due to broken rights conflict. It will rename the broken file and generate a new one instead.
  • Fix beaches not counting the shoreline as beach.
  • If a corrupted world happens, continue the game rather than hard crashing.
  • Added a buffer to steam networking. Send fewer small packets.
  • Change to handling of chunks which speed up the game.
  • Some other changes behind the scenes.
  • Remove old entities, that can't be made, from the world.
  • Some changes to logging/debugging behind the scenes.

Modding:
  • (Code) TextureVertexDrawable is now public.
  • (Code) You can add in your own dialogue commands in by inheriting IDialogueCommandBuilder.
  • Mods are added to our logs now.
  • Use /debugGraphics to see Debug graphics. (Code) You can draw debug graphics using the DebugGraphics class.
  • Removed some unused stuff in Reactions. (“allReagents” no longer exists.)
  • Mod manager now uninstalls using the .manifest file, only falling back to the sxlmod when it fails to read.
  • Clarified some item spawning errors.
  • Dialogue commands now verify a lot of their input before starting the game.

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