Update Logs

The changelog

Milestones as they land on the server, newest first. For the commit-by-commit story, the full history is on GitHub.

July 2026

clockworkrs.com — the clockwork look

tooling
  • The site wears its name now: the night-sky theme has been replaced with a full clockwork redesign — iron plates, brass gears, copper fittings and steel accents across every page, from the tracker to the docs.
  • The landing page centres on an animated brass gear mechanism stamped with the cache revision we track, and a live strip counts every 0.6-second game tick elapsed since Old School returned on 22 Feb 2013.
  • New engraved-serif headings (Cinzel), a warmer reading face (Alegreya Sans) and a pixel terminal font (VT323) for tick counters, stats and eyebrows.

July 2026

Herblore — the potion loop is live

skill
  • Herblore's core loop is in and validated in-client: clean grimy herbs, mix unfinished potions, finish potions with their secondaries, and grind ingredients with a pestle and mortar — everything gated behind completing Druidic Ritual, just like live.
  • The authentic 'How many do you wish to make?' dialog drives every batch (1 / 5 / X / All), and you can walk away mid-batch to cancel it or re-click the ingredients to start over — no more being locked in place.
  • Clicking one grimy herb auto-cleans the whole stack of that type, one per tick, with the real cleaning sounds.
  • Potions from Attack up to Super restore are makeable now (levels 3–63), each awarding its exact XP; higher-level and compound potions (super combat, brews, anti-venom) are next.
  • Under the hood this is a shared Make-X production framework — the same engine will power Fletching, Crafting and the other production skills.

July 2026

Druidic Ritual — the Herblore unlock

quest
  • Our second full quest, ported 1:1 from a fresh live capture: help Kaqemeex and Sanfew purify the Varrock stone circle and be rewarded with 4 Quest Points, 250 Herblore XP and access to the Herblore skill.
  • Taverley is now populated — the druid village, its quest characters (Kaqemeex, Sanfew, Jatix and friends) and the north-east corner of Taverley Dungeon, censused from the same capture.
  • The Cauldron of Thunder works exactly like live: dip each of the four raw meats individually, guarded by the two suits of armour that come to life as you open the cauldron room's door.
  • Taverley Dungeon has its first working entrance — the ladder in the woods south of the village climbs down to the underground halls (and back out).

July 2026

Sailing — boats now collide with the world

skillengine
  • Boats no longer sail through land: hulls slow as they close on an obstacle and stop just short of it — clamped to the exact remaining clearance, the same slow-then-stop feel as live.
  • Hit a coast at an angle and the hull slides along it instead of sticking; docks and offshore rock shoals stop you dead; buoys, moored rowboats and wrecks stay sail-through, exactly as observed on live.
  • A wedged boat still answers the helm — rotation is never blocked, so you can turn off the shore and sail away, even from a dead stop.
  • The whole model was reverse-engineered from live ramming captures of the raft, skiff and sloop: 18 collision stops fitted, nearly all exact to the quarter-tile, including full-boost impacts (no tunnelling through thin walls).
  • Speeds were recalibrated from real movement traces along the way: per-boat cruise tiers, wind-gust boosts of exactly +64 for 24 ticks (re-trimming during strong winds extends the burst), corrected reverse speed, and turn-in-place at the helm.

July 2026

Sailing — courier contracts at every port

skillengine
  • All 23 port notice boards are live, each offering 8 courier jobs from its own pool on the authentic scrollable board — inspect a poster for the full contract, accept it, or cancel it later from the same popup, with the accepted stamp on the board.
  • Deliveries run end to end: collect crates at the origin's loading bay, ferry them in your cargo hold, and deposit them at the destination — multi-crate contracts count every crate handed over and delivered, exactly like live.
  • Completions pay coins equal to the task's Sailing XP, plus a rare shark paint drop for boat cosmetics; boards re-roll daily per player.
  • Charting has begun too: noting the Port Sarim task board and salvaging station records your first two chart points, with the chart-writing animation and Sailing XP.
  • Under the hood, the ~440 courier contracts are read straight from the game's own task-template tables, so job names, cargo, routes and level requirements can never drift from what the client renders.

July 2026

Achievement Diaries — journals you can open

enginefoundation
  • The Achievement Diaries side panel now responds to clicks: every one of the 12 diaries opens its journal scroll, listing all 492 tasks across Easy, Medium, Hard and Elite tiers.
  • Journal text is a 1:1 transcription of the live game — captured straight from the real client, down to the same line wrapping, tier colours and per-area quirks.
  • Each diary's second click option opens its OSRS Wiki page in your browser, just like live.
  • Task completion tracking, side-panel progress bars and taskmaster rewards are the next slices on this foundation.

July 2026

Max cape — Teleports, in the bag and on your back

fixengine
  • Right-click the max cape in your inventory, pick 'Teleports', and choose from all 19 skillcape destinations — Warrior's Guild, Fishing Guild, Otto's Grotto, the Hunter areas, Prifddinas and the rest — each landing you on the wiki-accurate tile with the standard teleport animation.
  • The same teleports now work while the cape is equipped, straight from the worn-equipment tab: Home and Crafting Guild as direct clicks, plus the Guild Teleports, Skilling Areas and POH Portals sub-menus.
  • Making the worn menu work meant teaching the engine to handle right-click sub-menus on equipped items at all — a general capability every future worn item with sub-menus now inherits.
  • 'Home' sends you to Lumbridge for now (player-owned houses aren't built yet); every other destination is exact. The cape's Spellbook and Features menus are still to come.

July 2026

Equip the max cape (and other multi-option gear)

fixengine
  • The max cape can now be worn — clicking 'Wear' equips it and swaps to its worn form, instead of doing nothing.
  • Same fix covers every item that stacks its 'Wear'/'Wield' onto the first right-click slot to make room for extra options: infernal tools, crystal weapons, slayer rings, ring of shadows, dragon pickaxe/axe/harpoon (or), and more.
  • The engine used to assume the equip option always sat in the second slot; it now finds the wear verb wherever it lives.

July 2026

Sailing — cargo holds you can actually load

skillengine
  • Your boat's cargo hold is now a real, persistent store: open it while sailing to deposit and withdraw sailing supplies, all saved across logout as possessions of the Captain.
  • Cargo you carry rides in both hands with the porter animation, and trying to drop it from the equipment tab asks you to confirm — discard it and it vanishes in a puff of smoke, matching live.
  • Getting the hold to render took decoding the client's own interface scripts: the grid reads a 'mirrored' inventory, so the server now transmits it the way trade and shared-storage windows do, and draws the panel's frame the way live does.

July 2026

Sailing — the shipyard opens

skillenginequest
  • Customise your boat at the shipyard: Junior Jim's 'Customise-boat' escorts you in with a fade-to-black, your raft waiting in the dry-dock, and the schematics board opens the real boat-customisation interface where the shipyard workers swap out your sails and helm.
  • Build facilities on your deck hotspots yourself — grab a saw and hammer from the crates, open the build menu, and construct a cargo hold with the Construction build animation for XP; Modify a built facility later to remove or replace it.
  • The Pandemonium quest's boat legs are all real gameplay now — the intro voyage (board Anne & Will's skiff, crew aboard, take the helm and sail through wind gusts to salvage the wreck), the dock-to-dock cargo run, and the shipyard cargo-hold build. Only the overboard cutscene stays narrated.
  • Under the hood: the engine now handles the interface script-trigger packet that drives the customisation UI, and a helm-facing bug is fixed so clicking something across the water no longer twists you off the wheel.

July 2026

You can actually sail now

skillengine
  • Boats are real world entities: the raft is a floating, walkable deck that moves through the sea with you on it — board it, stroll around it, and take the helm.
  • Steering works exactly like live: lock into the helm, click the open sea and the raft turns and accelerates on the authentic 16-point heading compass, with the boat-locked camera while navigating.
  • Sails behave properly — set them and the canvas fills with wind, unset them to coast to a stop; the first steer from rest hoists them for you, and stepping away from the helm drops them.
  • The ship sidepanel is live: hull stats, speed controls (full, half, stop and reverse rowing), a steering indicator, the crew tab's Navigator row and the combat-tab toggle.
  • A deep engine bug fell along the way: recycled dynamic-map slots could inherit a phantom fully-blocked tile, silently breaking walking and interactions — found via live packet-capture forensics and fixed at the collision-map layer.

July 2026

Pandemonium — Sailing begins

questskill
  • The Sailing intro quest is playable end-to-end, ported from a live-game capture: Anne & Will's dockside 'interview', washing up at the Pandemonium, trading an old cup for your first raft, Junior Jim's cargo errand and Old Grog's bounty pact — with the quest scroll, 300 Sailing XP and 25 sawmill coupons at the end.
  • The Pandemonium island is alive: Steve Beanie pours drinks at the pub (Barnacle Blasters and Kraken Coladas included), Ribs tells his tales, red crabs scuttle the beaches and gulls wheel over the docks.
  • Junior Jim's shipyard is staffed by fourteen workers, three cats and a very good dog — pet him, or play fetch and he'll chase the ball you throw.
  • The Ardent Ocean between Port Sarim and the island now teems with terns, dolphin pods and bull sharks.
  • The boat voyages themselves are placeholder ferries for now — real world-entity boats, helm steering and sail trimming are the next slice of the Sailing skill.

July 2026

Cook's Assistant — our first quest

questengine
  • The Lumbridge cook's full quest is live, ported one-to-one from a live-game capture: every branch of his dialogue, accepting the quest, and handing in the milk, flour and egg.
  • All the trimmings work too — the windmill turns wheat into flour (hopper, lever and flour bin), dairy cows can be milked, and Millie Miller and Gillie Groats explain how.
  • Finishing it plays the quest-complete jingle and shows the reward scroll with the cake and your Quest Point and 300 Cooking XP.
  • The quest journal reads like the real thing — each ingredient line updates as you find it and strikes through once handed in.
  • New shared plumbing built alongside it: a reusable quest-complete reward scroll and the level-up celebration (message, jingle, fireworks and the 'level is now N' pop-up) that every skill now uses.

July 2026

Your progress now autosaves

engine
  • The server now saves every online player periodically (every 5 minutes) instead of only on logout — a crash or restart can no longer wipe a whole session.
  • This mirrors live OSRS, where worlds snapshot your profile roughly every 15 minutes; our interval is configurable and deliberately tighter while the server is young.
  • Saves are snapshotted on the game thread and written in a single atomic transaction, so a save can never capture your inventory mid-action.
  • Graceful shutdowns still save everyone on the way out, exactly as before.

July 2026

Hunter: butterfly netting + carnivorous chinchompas

skill
  • Butterfly netting is live for all four classic butterflies — chase, swing, jar or catch-and-release, transcribed 1:1 from live captures down to the net whoosh and the release swirl.
  • Releasing a butterfly grants its authentic combat boost: ruby harvest raises Attack, sapphire glacialis Defence, black warlock Strength, and the snowy knight heals you.
  • Barehanded catching works at +10 levels, and jarred butterflies can be released anywhere for their boost.
  • Carnivorous (red) chinchompas are box-trappable at the Feldip carnivorous area and Chinchompa Island; Charred Island's red salamanders complete the 6th salamander ground.

July 2026

Shop buy-quantity buttons work

fix
  • The shop interface's Value / 1 / 5 / 10 / 50 buttons now actually set your left-click buy amount — a regression from the client upgrade, where the uplifted shop UI moved to a new quantity system the server didn't yet speak.
  • Left-clicking a shop item now buys at your selected quantity (or price-checks it in Value mode), matching the live game exactly; your selection persists between shops.
  • Selling mirrors the live game too: with a quantity selected, left-clicking your inventory sells that amount, with Value moving into the right-click menu.
  • Fixed a separate silent bug where buying 5/10/50 of an item at Aleck's Hunter Emporium did nothing at all — only single buys worked.

July 2026

Tutorial Island, complete

enginefoundation
  • New accounts now begin where every adventure should: character creation and the full Tutorial Island, rebuilt 1:1 from a once-only capture of a brand-new account's live run.
  • All 67 tutorial stages: every instructor, skill lesson, tab unlock, guidance arrow and objective, through the Learning the Ropes quest scroll and the Home Teleport to Lumbridge with your starter pack.
  • Character appearance is designed on the island and now persists — the server never saved it before.
  • Ironman modes can be chosen from Paul the tutor (the flag persists; restrictions come with the full ironman feature).

July 2026

Setting sail: the first five islands are alive

skillfoundation
  • Anglers' Retreat, Dognose Island, Chinchompa Island, Shimmering Atoll and Charred Island populated from full live-game censuses — every creature placed where it really lives.
  • Hunter goes to sea: swift snaring on Dognose completes the crimson swift's world map, wagtails snare on the Atoll, carnivorous chinchompas are box-trappable (first red-chin ground), and Charred Island stages the 6th red salamander ground.
  • The oceans breathe: butterfly rays, stingrays, ospreys, terns and gulls roam their real waters; fishing spots stand pinned where the real game puts them.
  • Islands are tracked island-by-island in the new Sailing Islands tab — grouped by sea, outside the mainland league regions.

July 2026

Game data explorer: every drop table, searchable

tooling
  • New /data section: browse 19,000+ entities — monsters with full drop tables (exact rates, quantities, rolls, and Leagues region tags), items with stats, bonuses, alch values, sources and shop stock.
  • Instant search across monsters, items, NPCs, quests and shops, backed by the same weekly OSRS Wiki data snapshot our AI tooling implements content from.
  • Every page links back to its source wiki article; the data stays CC BY-NC-SA and this section stays non-commercial, permanently.

July 2026

The documentation wiki opens its doors

tooling
  • This site now hosts the full project knowledge base at /docs: the master design plan, protocol research, engine and testing notes, and 23 per-skill research dossiers with cache-verified IDs and tick-accurate mechanics.
  • Docs are written in the server repository and sync into the site on every build — one canonical source, versioned with the code.
  • Full-text search across every section, and AI agents get the same knowledge through a dedicated MCP server (docs_search / docs_page / docs_toc).
  • Built with Fumadocs inside the existing site — same night-sky look, one deployment.

July 2026

The full content map: all of Old School, tracked

tooling
  • The progress tracker now lists everything OSRS has: 624 items and 2,200+ sub-features across 12 categories — every quest, boss, slayer monster, minigame, sailing island, transport network, interface, and training method.
  • Catalogued from the OSRS Wiki: 205 quests and miniquests, 63 bosses and raids broken down per mechanic, 115 slayer categories with 530+ monsters, 46 sailing islands, and every prayer, spell, and special attack in the game.
  • Search the whole map and filter by status — anything red is open work a contributor can pick up.
  • Honest numbers: overall content now reads in the single digits, because the denominator is finally the entire game.

July 2026

Quest List interface is live

enginefoundation
  • The quest tab now works end-to-end: every quest listed with authentic status colours, quest-point and completed counters, and search.
  • Clicking a quest opens its journal or overview exactly like the real game — requirements, difficulty, and rewards checked live against your stats.
  • Quest wiki guides open straight from the list; packet flows transcribed 1:1 from live-game captures.
  • Per-quest journal text arrives as each quest is implemented — the plumbing for all ~180 quests is in place.

July 2026

Hunter: bird snaring — all five birds, world-complete

skill
  • All 5 snare birds live at every mainland hunting ground — 100+ spawns placed from live-game captures.
  • Multi-prey snares: one trap catches whichever bird wanders in, with per-bird loot, XP and level gates.
  • Authentic details: bones + meat + 5-10 feathers per catch, fallen traps you can re-lay from the ground, vanilla inventory-space rules.
  • Box traps now also catch ferrets; butterflies, kebbits and kyatts roam their areas ahead of their own methods.

July 2026

Hunter: net trapping — all five salamanders

skillfix
  • Net trapping live for all 5 salamanders across 7 hunting grounds in 5 regions.
  • Per-state trap protocol transcribed from live captures of the real game for 1:1 accuracy.
  • Full RuneLite Hunter-overlay parity — trap timers render exactly like they do on OSRS.
  • Engine fix: rotated trap locations were unreachable due to a loc-decoding bug, now resolved.

June 2026

Hunter: bird snaring & box trapping

skillengine
  • A shared trap engine powers all placed-trap Hunter methods — new methods are now mostly data.
  • Bird snaring (crimson swifts) and box trapping (grey chinchompas) fully playable.
  • Authentic catch behaviour: prey wanders, paths onto your trap, and rolls against your level.
  • Traps collapse after a minute if left unattended, just like the real game.

June 2026

Developer QA harness

tooling
  • In-game teleport menu over a named-location registry for rapid content testing.
  • Item spawning through the client's native live-filtering search grid.

June 2026

Runecrafting: the first eleven altars

skill
  • Air through death altars live, with talisman and tiara access.
  • Authentic multi-rune breakpoints — higher levels craft more runes per essence.
  • Pure essence and rune essence handled correctly per altar.

May 2026

Fishing: nets, bait & authentic rates

skill
  • Small-net and bait-rod fishing live at real fishing spots.
  • Catch rates tuned against the Wiki's real low/high level anchors for every fish.
  • Fishing spots are NPCs under the hood — exactly like Old School.

May 2026

The skilling framework

engineskill
  • A reusable gathering loop now powers Woodcutting and Mining from one shared core.
  • Skilling outfits grant their authentic per-piece and set XP bonuses.
  • Success-rate tables packed into cache params — rates live next to the content they describe.
  • Mining joins Woodcutting: rocks, pickaxe tiers, and the prospector outfit.

April 2026

Combat milestone one

combat
  • Melee, ranged, and magic combat with authentic accuracy and max-hit formulas.
  • Attack styles, weapon speeds, and combat XP flowing through the shared XP pipeline.

Early 2026

Foundation

foundationengine
  • Forked RSMod v2 and stood the world up on cache revision 233.
  • Protocol, pathfinding, interfaces, and the tick engine running end to end.
  • Three-layer testing strategy: server integration tests, a live-protocol oracle against the real game, and RuneLite plugin parity checks.