Creation v1.0.0-alpha.7 — correct config math, dupe exploits closed, and a cooler, calmer client
v1.0.0-alpha.7 is a stability, correctness, and anti-cheat release. There’s no big new feature this time — instead it fixes a pile of things that were quietly wrong: math in config files computing the wrong answer, regenerating entities that couldn’t be killed, a couple of item-duplication exploits, worlds that occasionally hung forever on the loading screen, and a client that ran hotter than it needed to. Existing worlds, saves, and mods carry over as-is.
Modders: config math now computes the right answer
If you write config expressions — wielded-item animation offsets, particle x/y functions, or terrain-layer generation — some of them were silently computing the wrong value. This release fixes the math parser across the board:
- Chained subtraction and division now read left to right, like you’d expect.
10-3-2gives5(it used to give9), and100/10/2gives5(it used to give20). - A leading minus on a variable or function now works.
-xand-sin(x)used to silently evaluate to0; now they mean what they look like. - Nested multi-argument calls parse correctly. Something like
pow(clamp(x, 0, 1), 2)used to fail to parse. It works now. - Malformed expressions report a clear error instead of silently misbehaving — so a typo in a formula tells you it’s a typo rather than quietly generating a broken world.
If your content leaned on any of the old (wrong) behavior, double-check those formulas — they now evaluate correctly.
Bosses you can actually kill
Any entity whose config left health regeneration at its default could regenerate out of a killing blow before its death registered — making it effectively invincible to weapons, projectiles, and drowning. Since the shipped content sets regen to zero this didn’t affect the base game, but it was a trap for anyone building a regenerating mob or boss. A dead entity no longer heals itself back to life, so the killing blow always counts.
Exploits closed
A few fixes aimed squarely at fair play, especially on multiplayer servers:
- No more item duplication from fast drops. Dropping a held item twice in quick succession could actually drop it twice, duplicating the stack. Fixed.
- No more dupe or item-loss from mid-use slot changes. Switching hotbar slots — or grabbing an item out of a slot — while an item was being used could either duplicate the stack or destroy whatever was in the newly selected slot. Fixed.
- Crafting is now enforced by the server. Recipes that need a crafting bench or furnace can no longer be crafted without one nearby. Previously only the client checked this, so a modified client could craft high-tier or smelting recipes anywhere. The server now validates the station and range itself. Legitimate crafting is unchanged — hand recipes still craft anywhere, bench and furnace recipes still need the bench or furnace.
A cooler, calmer client
- No more pinned CPU core. On multiplayer, the background task that decodes incoming world chunks was busy-looping all session instead of waiting for work — pinning a CPU core at 100% the whole time. It now sleeps while idle, which cuts CPU use, heat, and battery drain with no change to how fast chunks load.
- A slow memory leak is fixed. On-screen text (coordinates, timers, chat) was accumulating GPU textures for the entire session. That cache is now bounded, so memory no longer creeps up the longer you play.
Fixes you’ll feel while playing
- Worlds no longer hang on the loading screen. A rare hiccup while generating structures could permanently wedge world generation, leaving you stuck on the loading screen forever. Chunk loading now recovers instead of hanging.
- Held keys no longer get stuck when the window loses focus. Alt-tabbing (or an OS overlay popping up) while holding a movement or attack key used to leave your character walking or mining in the background until you clicked back in and tapped the key again. Losing focus now cleanly releases held keys and mouse buttons.
Hardening against bad actors
More armor around the data the game reads from servers, clients, and mods — mostly relevant if you host a server or install community content:
- World generation is hardened against broken or hostile mod config — a biome pinned to a single temperature or precipitation, a reversed layer height range, or an extreme blending range are now handled gracefully instead of freezing or crashing world generation.
- Servers are protected from a client that stops reading its connection — memory held for that client is now bounded and the stalled connection is torn down instead of leaking indefinitely.
- Login rejects bogus player-skin sizes — a hostile client can no longer declare an enormous skin texture to crash or exhaust memory on every other player.
- Malformed mod textures are skipped, not fatal — a corrupt or oversized inventory or icon sprite is skipped (with an error logged) instead of crashing the game the first time it would be drawn, and an out-of-range block appearance renders as “missing” instead of crashing the client.
What’s next
alpha.7 clears out a backlog of quiet correctness bugs — right answers from config math, killable regenerating entities, dupe exploits closed, no more loading-screen hangs, and a client that runs cooler. Thanks as always to everyone playtesting with us; the crafting-station and stuck-loading fixes came straight out of playtest reports. Keep them coming.