github PixelGuys/Cubyz 0.3.0
Cubyz 0.3.0

4 hours ago
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Highlights

  • The Bag
  • The Mantle
  • New Music
  • New Decorative Blocks

Full Changelog

Gameplay

  • The Bag (throw all your trash loot in there and unpack it at your base)
  • item drops have the same physics as the player (including bouncyness, surface friction and buoyancy)
  • block selection and drops depends on tool type, you can only select and collect foliage with a sickle
  • grass blocks are now craftable through grass seeds
  • vine decay
  • block selection is now based on the model, allowing you to select through holes in chiseled blocks
  • tool stats are now rounded to their visual values in the background
  • foliage is replaceable
  • craftable swords (they are totally useless)

Terrain

  • cave layers (addons can define their own layer without getting layers with mixed biomes from other addons)
  • cave density can be configured per layer
  • improved SDF system (rotation and cluster SDFs)
  • parentEdgeDistance for subbiomes, makes islands more consistent
  • biomes are now placed on a hexagonal grid, reducing the impact of grid artifacts
  • surface caves are more connected, and it should be easier to find a cave that is worth exploring
  • Borders between new and old surface terrain after version updates look more natural
  • fixed subbiomes spawning outside their parent biome

New Biomes

  • crying caves
  • palm forest
  • highlands biome (with stone circles)
  • slate cave variants with different SDFs
  • more island types (and they contain amber)
  • archipelagos
  • the mantle layer

Updated Biomes:

  • sky islands (unique tress, caves)
  • jungle (new trees, subbiomes)
  • tall mountains
  • mixed forest clearing
  • glass forest

Structures

  • young oak trees (replacing lollypop trees in multiple biomes)
  • meteorites (can spawn in all biomes)
  • snow snales (can spawn in snowy biomes)
  • slimmer triclops statue
  • old growth oak trees (spawns in bluebell woods and occasionally in other oak biomes)

Blocks and Items

  • stone pillars (craftable)
  • rough/smooth stone variants (craftable)
  • cirrus wood blocks (sky islands)
  • lumiflora (sky islands)
  • lumi torches (craftable)
  • pyrolite stone blocks (the mantle)
  • ash block (volcanos, the mantle)
  • voidstone blocks were overhauled (the root)
  • many item and block ids changed

UI/UX:

  • new menu music
  • new songs for existing biomes, Kevin MacLeod's music was removed
  • An account is no longer needed for singleplayer
  • account creation and login was improved
  • Player list with kick option (if you have the permission for it)
  • The terminal now displays colors in chat using ANSI color codes (if available)
  • improved text navigation with Ctrl

Commands

  • /toggledecay to make branches/leaves decayable
  • /avatar to set your player model (due to limitations in the permission system this only works in worlds with cheats enabled for now)
  • /spawn world to display the world spawn
  • /seed to get the world seed
  • /server to stop or restart the server
  • /blueprint list now lists all items including subfolders
  • Bobik can't help you

Engine

  • progress on the ECS (Entity Component System)
  • gltf support for entity models
  • aarch 64 windows support is back (it is not actively tested for though)
  • linux versions with older glibc are supported by the release binary
  • progress on the Vulkan rewrite
  • fixed client lag spikes on bulk block updates
  • block entities now use mod:name ids
  • item migrations were fixed, iron ingots from before version 0.2.0 can be stacked with the migrated chisel iron
  • fixed random teleportation issue in the physics code

I want to highlight some of the active contributors (100+ lines added)

@careeoki for all the new blocks and textures and biomes and structures she added
@tillpp for taking on the monumental task of starting the ECS
@Argmaster for the jungle improvements and the new command argument parser
@Wunka for many small improvements throughout the codebase
@codemob-dev for finally fixing item drops the proper way by refactoring the physics system
@TyrrelMeter for tall mountains
@RanPix for starting work on animations and not giving up on particles
@AfmanS for updating and improving some of the dependencies
@DellieDelta for implementing tool-based drops and improving the sickle
@Crepestrom for not adding mahogany cheese
@ikabod-kee for organizing the music contributions


Special thanks to all the supporters on Patreon and especially

CodingKoalaGeneral Krzysztof Wiśniewski pi314159265358978
Kewaii Fabien CAYRE CrimsonKing19
luca77 Delta

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