Skip to content
VSPT

VSPT 0.3.0

The engine hooks changed: after updating, the main menu asks to patch the game again. Click Fix and restart. The first world after the update compiles shaders for up to a minute or so; in single player the world now waits, paused, while it does.

Linux: the first Linux release, with HDR on Wayland. Setup and updates work the same as on Windows, and Linux players get VSPT: Runtime (Linux) in place of the Windows runtime.

Clouds: clouds are now a pass of their own, at about half the cost, with the game’s Clouds setting at Volumetric giving clouds fitted to vanilla’s, and new Cloud quality and Cloud style settings. Each preset sets Cloud quality a step below its name (the Low and Medium presets use Low, High uses Medium, Ultra uses High). Haze and fog fade the clouds into the sky.

Light: a creature’s or player’s own light (the respawn glow, XSkills’ Luminiferous) lights all round them. Lanterns that Salty’s Immersive Lanterns swings are lit like placed ones. Lanterns and oil lamps that Place On Slabs lowers are lit by their flame, and the outline follows them. A Light distance setting for how far from you light reuse looks for lamps, and Bounces traced, for tracing the bounces at part of the pixels.

Fixes: a creature you hit flashes red, as in the base game. PlayerModelLib’s players are no longer invisible in large modpacks. Knapping, clay forming and smithing no longer blink at every click. Whitecaps no longer repeat in a visible pattern. A crash after translocating or travelling far with Extended debug info on is fixed, and after a crash in a world the single player world is saved before the game exits. A mod’s offscreen pass is no longer traced (Finder’s glow followed the player). Setup survives an engine debug file that doesn’t match.

Bugs: https://github.com/unfocused-mods/vspt-issues