<?xml version="1.0"?>
<rss version="2.0"><channel><title>News: News</title><link>https://www.vintagestory.at/blog.html/news/?d=2</link><description>News: News</description><language>en</language><item><title>1.22.3 - Maintenance patch</title><link>https://www.vintagestory.at/blog.html/news/1223-maintenance-patch-r445/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.3, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	[Edit:] 1.22.3 Mac builds for older Intel CPUs are currently unavailable - but Mac builds for Apple Silicon (for all recent Macs) are now a thing! 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="webp" data-fileid="46182" href="//media.vintagestory.at/monthly_2026_05/8549lu3sw04h1.webp.79c19b8b6d48b82b8d01936ca1a3d1a1.webp" rel=""><img alt="8549lu3sw04h1.thumb.webp.7f2e37c415474227a8e7ca5f2840ea67.webp" class="ipsImage ipsImage_thumbnailed" data-fileid="46182" data-ratio="133.21" width="563" src="//media.vintagestory.at/monthly_2026_05/8549lu3sw04h1.thumb.webp.7f2e37c415474227a8e7ca5f2840ea67.webp" /></a><br />
	<span style="font-size:12px;">Malefactor cosplay by brinsvick, <a href="https://www.reddit.com/r/VintageStory/comments/1tqtkue/i_made_a_malefactor_cosplay_for_fanexpo_this_year/" rel="external nofollow">shared on reddit /r/VintageStory</a></span>
</p>

<p>
	 
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Feature: Build a native Apple Silicon version of the game for Mac OS. Should work on any Mac built since 2022, including M1, M2, M3 etc and recent Macbooks. This resolves a large number of issues previously running the Mac Intel build on Apple Silicon and improves performance significantly
	</li>
	<li>
		Tweak: Redtop grass is no longer a food for bees or butterflies (it's wind-pollinated!)
	</li>
	<li>
		Tweak: Tamed elk no longer eats your crops
	</li>
	<li>
		Tweak: While constructing a water wheel, warn if no rapid-flowing water found
	</li>
	<li>
		Tweak: Construction of a water wheel cannot proceed if its rotation would be blocked by solid blocks
	</li>
	<li>
		Tweak: Large entity selections (above 100) via command now auto-declined if the caller lacks the privilege "largeentityselection"
	</li>
	<li>
		Tweak: Rusted heavy gates now require tier 2 (copper) or better pick to break.
	</li>
	<li>
		Tweak: Allow Mac to run the game in "Game Mode" to improve performance
	</li>
	<li>
		Tweak: Pigs and sheep will no longer be aggressive after generation 2
	</li>
	<li>
		Tweak: Added various new mechanics to the Mechanical Power guides in the handbook (metal windmill rotor, grindstone, waterwheel, spur gears, etc)
	</li>
	<li>
		Tweak: Firestarter and snow shovel are now tool-rackable
	</li>
	<li>
		Fixed: Breaking an axle block dropped unstackable blocks (e.g. planks with different orientation)
	</li>
	<li>
		Fixed: Wall covered axle wasn't considered a full block
	</li>
	<li>
		Fixed: Rare crashes when interacting with lanterns
	</li>
	<li>
		Fixed: Missing language strings for Blue meanie and Laughing Jim mushrooms in recipes
	</li>
	<li>
		Fixed: Pulverizer caps invisible after reloading world
	</li>
	<li>
		Fixed: Wrong interaction help for Cabinet doors and Boat construction (if shift/ctrl keys not set to sneak/sprint). Github #9178
	</li>
	<li>
		Fixed: Typo in worm grunter handbook entry
	</li>
	<li>
		Fixed: Unable to place a partially-full jug onto a shelf with another liquid container, by holding shift
	</li>
	<li>
		Fixed: Quenching handbook guide incorrectly stated that you need to hold shift and right click to quench (it's just right click), and that "some" metal would be lost on a failed quench (in fact, all the metal is lost)
	</li>
	<li>
		Fixed: Crash reporter properly opens when crashing on Mac
	</li>
	<li>
		Fixed: Zip archived mods were able to write files to arbitrary locations during decompression
	</li>
	<li>
		Fixed: Players being able to interact with auctions form far away
	</li>
	<li>
		Fixed: Cupronickel and electrum metal plates had wrong smelting ratio
	</li>
	<li>
		Fixed: Crash on invalid forge block entity or invalid forge blocktype
	</li>
	<li>
		Fixed: Mods that had game/survival/creative as a dependency were shown incompatible since 1.22, even when actually compatible
	</li>
	<li>
		Fixed: Mod incompatible warning icon was only shown the second time the Mod Manager was opened
	</li>
	<li>
		Fixed: Dungeons would not keep their minimum distance to the story locations or other structures [since 1.22.0-rc.9]
	</li>
	<li>
		Fixed: Player spawning would heavily favor locations closer to the center of the spawn radius
	</li>
	<li>
		Fixed: Crash when using arrow keys to navigate an inventory with no slots
	</li>
	<li>
		Fixed: Rounding errors could cause a full hunger bar to show as only 1499 satiety
	</li>
	<li>
		Fixed: Horsetail incorrectly described as a flower
	</li>
	<li>
		Fixed: Alum did not have an incontainer texture
	</li>
	<li>
		Fixed: Tile slabs were missing placement mode recipes
	</li>
	<li>
		Fixed: Rawhide tunic was using the wrong texture
	</li>
	<li>
		Fixed: Grindstone handbook entry mentioned multiple levels of grinding, which was not implemented
	</li>
	<li>
		Fixed: Certain fish - crappie, chubs, shad, and tilapia - when cooked whole were cooking into 'medium cooked fish', when they should have cooked into a single piece of cooked fish
	</li>
	<li>
		API Tweak: Added minGeneration and maxGeneration AI task conditions for execution
	</li>
	<li>
		API Fixed: Crash when burning something in the firepit that rots into something that doesn't rot
	</li>
	<li>
		API Fixed: Unable to properly empty contents of liquid container onto ground
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">445</guid><pubDate>Sat, 30 May 2026 09:58:00 +0000</pubDate></item><item><title>1.22.2 - Grinding wheel De-Dimensionalizer</title><link>https://www.vintagestory.at/blog.html/news/1222-grinding-wheel-de-dimensionalizer-r444/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.2, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Fixes a few issues introduced in 1.22.0.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="//media.vintagestory.at/monthly_2026_05/2026-05-02_00-45-16.png.a336f1e64dd0bad3b332acea195f96d3.png" data-fileid="44780" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="44780" data-ratio="62.90" width="1000" alt="2026-05-02_00-45-16.thumb.png.38cd24feaf3b4220f14ddaa948f5c8ac.png" src="//media.vintagestory.at/monthly_2026_05/2026-05-02_00-45-16.thumb.png.38cd24feaf3b4220f14ddaa948f5c8ac.png" /></a><br />
	<span style="font-size:12px;">Screenshot by T͗ͬ̈́h̎ͫ̚eͥ̆̈́_ͩ̓̍O͋wl̃͑̇ as a shared on #screenshots on Discord</span>
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Added more detailed info about berry bush fertilization levels to the berry bush handbook entry
	</li>
	<li>
		Tweak: Mortar recipe output reduced by 50%
	</li>
	<li>
		Fixed: Rare exception thrown in BlockSnowLayer and falling snow not stacking correctly as a result
	</li>
	<li>
		Fixed: 4d grinding wheels
	</li>
	<li>
		Fixed: Overlays on clutter don't work properly anymore (#9278)
	</li>
	<li>
		Fixed: Rare crash loop on large servers
	</li>
	<li>
		Fixed: "Weathered" and "light brown" daub localizations were reversed
	</li>
	<li>
		Fixed: Whole cooked fish could be placed on wall mounts
	</li>
	<li>
		Fixed: Certain clutter blocks would drop question-mark blocks when broken. Instead they will drop nothing, for now
	</li>
	<li>
		Fixed: Cooking recipe for fat was logging errors, due to fatsolid being a skipvarianted (for now) item.
	</li>
</ul>
]]></description><guid isPermaLink="false">444</guid><pubDate>Sun, 03 May 2026 06:45:39 +0000</pubDate></item><item><title>1.22.1 - Quern De-Dimensionalizer</title><link>https://www.vintagestory.at/blog.html/news/1221-quern-de-dimensionalizer-r443/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.1, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	The 4D querns were a bit too powerful so we had to remove them <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f609.png" class="ipsEmoji" alt="😉"><br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="//media.vintagestory.at/monthly_2026_04/IMG_4033.png.6b08251df88b9fc8313901fba820e134.png" data-fileid="44611" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="44611" data-ratio="51.70" width="1000" alt="IMG_4033.thumb.png.c9395f02fde9b464c4dd8b0dcb128377.png" src="//media.vintagestory.at/monthly_2026_04/IMG_4033.thumb.png.c9395f02fde9b464c4dd8b0dcb128377.png" /></a><br />
	<span style="font-size:12px;">Screenshot by mouse, shared on Discord in #screenshots</span>
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Improved bellows sounds
	</li>
	<li>
		Tweak: QOL: Tamed elks now stop and wait when you interact with an attached saddlebag
	</li>
	<li>
		Tweak: Nerf wooden tongs. -30% durability
	</li>
	<li>
		Tweak/Fixed: Quenching for durability now also increases durability of an already used tool (chisel and shears) - it didn't before
	</li>
	<li>
		Tweak: Reduce satiety drain from injury by 50% and from sprinting by 40%
	</li>
	<li>
		Tweak: You can now also use flax twine to make fishing poles
	</li>
	<li>
		Tweak: Show a prompt before executing commands from clicked links
	</li>
	<li>
		Tweak: The game installer will now download the latest available .Net Version
	</li>
	<li>
		Tweak: The automatic updater launched from inside the game now updates the current running game instead of where VS was installed last
	</li>
	<li>
		Tweak: Ensure when starting a singeplayer game that the singleplayer server has the same mod paths as the client to prevent mod loading issues
	</li>
	<li>
		Tweak: Show clothing category on all wearables in item info
	</li>
	<li>
		Fixed: 4D quern rendering
	</li>
	<li>
		Fixed: Wrong label used for distilling in handbook
	</li>
	<li>
		Fixed: Rush matting going invisible when certain blocks were placed above (e.g. large lanterns)
	</li>
	<li>
		Fixed: Mouse slot content got lost if the server shut down
	</li>
	<li>
		Fixed: Handbook config json for fishing guide was missing, resulting in it not showing up.
	</li>
	<li>
		Fixed: Devastation clutter required tool tier 99 to break, which was no longer necessary, and now some of it is used in dungeons, so it needs to be breakable.
	</li>
	<li>
		Fixed: Holding sprint while standing in place would still apply a hunger penalty
	</li>
	<li>
		Fixed: Elk's bought from some of the new trader structures would not spawn
	</li>
	<li>
		Fixed: Not able to sell clothing in the auction house and having the item disappear on the client side (was still there server side)
	</li>
	<li>
		Fixed: Invisible opened cabinet doors when loading a game world
	</li>
	<li>
		API Fixed: api.WorldManager.PeekChunkColumn() was not save to use outside already generated map regions and did not properly check world boundaries
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">443</guid><pubDate>Wed, 29 Apr 2026 06:54:54 +0000</pubDate></item><item><title>1.22.0 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-fishing-mechanisms-metalworking-and-more-r441/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Well, here we are again. Another update is ready for everyone's enjoyment. We recommend everyone to update to 1.22.0 now, unless you need to wait for mods to update. In this update we focused heavily on bringing you new and improved game mechanics. No extravagant update blog post blurb this time - I'm out of ideas and I just keep repeating myself every major update anyway lel. Suffice to say, we hope you enjoy this absolute unit of an update, encompassing over 700 individual features, tweaks and fixes! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f49a.png" class="ipsEmoji" alt="💚"><br />
	<br />
	There is more content that we came close to finishing and for which we might make a smaller update before 1.23:
</p>

<ul>
	<li>
		<span>Inventory Item/Block sounds</span>
	</li>
	<li>
		<span>More procedural dungeon content</span>
	</li>
	<li>
		<span>Mechanically powered bellows</span>
	</li>
	<li>
		<span>In-Barrel/Crate content visual rework</span>
	</li>
	<li>
		<span>Metal tier mechanical power (and once that is available, then wood tier elements turning too fast may ignite ... !)</span>
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>Update trailer video</strong></span>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" title="1.22.0 - Fishing, Mechanisms, Metalworking and More!" width="200" data-embed-src="https://www.youtube-nocookie.com/embed/mgvzBB_--xM?feature=oembed"></iframe>
	</div>
</div>

<p>
	<br />
	<span style="font-size:18px;"><strong>Screenshots and Gifs</strong></span>
</p>

<p>
	Added <strong>cabinets and much improved storage system</strong>, allowing voxel-precision mixed item placing on cabinets, <strong>including books, clothing</strong>, <strong>chiseled figurines, </strong>all previously storable 1.21 items, and more! Cabinets are wood-typed and can be upgraded with <strong>cabinet doors</strong>.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36537" href="//media.vintagestory.at/monthly_2026_01/cabinets.png.d00e0acbdd05e5a7d299546b6eec0e21.png" rel=""><img alt="cabinets.thumb.png.c75963259ca08e4f6543ea2e90a7830b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36537" data-ratio="52.60" width="1000" src="//media.vintagestory.at/monthly_2026_01/cabinets.thumb.png.c75963259ca08e4f6543ea2e90a7830b.png" /></a><br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://media.vintagestory.at/monthly_2026_04/cabinets2.gif.7615081e735e3dba803acad23cc7ba9f.gif" rel="external nofollow"><img alt="cabinets2.thumb.gif.16c95fa21111cc7d6e300f66d770a191.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="43918" data-ratio="102.33" style="width:600px;height:auto;" width="750" src="//media.vintagestory.at/monthly_2026_04/cabinets2.thumb.gif.16c95fa21111cc7d6e300f66d770a191.gif" /></a><br />
	<br />
	<strong>Added fishing system with fish bait preferences and location-specific fish populations</strong><br />
	<img alt="fishingpole3.gif.98828a9018b6c3e44fa1ad056361756c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36227" data-ratio="105.72" width="682" src="//media.vintagestory.at/monthly_2026_01/fishingpole3.gif.98828a9018b6c3e44fa1ad056361756c.gif" /><br />
	 
</p>

<p>
	<strong>Added mannequins</strong> to display your clothing<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36320" href="//media.vintagestory.at/monthly_2026_01/mannequins.png.6fc3210162ab1a1d06052cbb6a4f7cbd.png" rel=""><img alt="mannequins.thumb.png.8e0c4d2e42f624c5396b80e809c91d42.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36320" data-ratio="56.00" width="1000" src="//media.vintagestory.at/monthly_2026_01/mannequins.thumb.png.8e0c4d2e42f624c5396b80e809c91d42.png" /></a><br />
	<br />
	Added over <strong>20 species of freshwater fish</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36125" href="//media.vintagestory.at/monthly_2026_01/fishy.png.7dac57c54ab2b72a9e48bb02469d4bf7.png" rel=""><img alt="fishy.thumb.png.6071249b630a716ddffee58736d0270e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36125" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2026_01/fishy.thumb.png.6071249b630a716ddffee58736d0270e.png" /></a>
</p>

<p>
	<strong>Fish behavior rework</strong>. They now quickly escape melee weapons, and killed fish are collectible as a whole<br />
	<img alt="vroooom.gif.99e756131672159408cd9ae06c7d812f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36228" data-ratio="82.50" width="760" src="//media.vintagestory.at/monthly_2026_01/vroooom.gif.99e756131672159408cd9ae06c7d812f.gif" />
</p>

<p>
	<br />
	Added <strong>Taxidermy </strong>for caught fish. Displayable on the antler mount block - now renamed to just "<strong>Wall mount</strong>"<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36143" href="//media.vintagestory.at/monthly_2026_01/taxidermy.png.5f8f002eeaa09ed590c9bc35a2413744.png" rel=""><img alt="taxidermy.thumb.png.7daa35e2d5c1acfb8184399e48a076aa.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36143" data-ratio="51.40" width="1000" src="//media.vintagestory.at/monthly_2026_01/taxidermy.thumb.png.7daa35e2d5c1acfb8184399e48a076aa.png" /></a>
</p>

<p>
	<br />
	Major <strong>forge rework</strong>. Updated model, added optional bellows, added metal tongs, fuel types matter now, and more<br />
	<img alt="forgerework.gif.ea7d2ac830f639f517006645fd36204b.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36701" data-ratio="69.23" width="962" src="//media.vintagestory.at/monthly_2026_02/forgerework.gif.ea7d2ac830f639f517006645fd36204b.gif" /><br />
	<br />
	<strong>Tool head quenching</strong> and tempering system: Quench items to improve their power value or durability (but not both)<br />
	<img alt="quenching1.gif.38bd58b5b3ea2345953de86117d2b4b0.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36702" data-ratio="69.23" width="962" src="//media.vintagestory.at/monthly_2026_02/quenching1.gif.38bd58b5b3ea2345953de86117d2b4b0.gif" />
</p>

<p>
	Added <strong>grinding wheel.</strong> Lets you sharpen tools for a critical hit bonus (WIP)<br />
	<img alt="sharpening2.gif.92c4b935a72a31e7f04635634f6b124a.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36703" data-ratio="66.08" width="790" src="//media.vintagestory.at/monthly_2026_02/sharpening2.gif.92c4b935a72a31e7f04635634f6b124a.gif" />
</p>

<p>
	<br />
	<strong>Added waterwheels</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="36735" href="//media.vintagestory.at/monthly_2026_02/waterwheel2.gif.2d946c058067e2deddc5922f1c313a40.gif" rel=""><img alt="waterwheel2.thumb.gif.7123c725f99a261b14503f9a07ed9010.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36735" data-ratio="73.40" width="1000" src="//media.vintagestory.at/monthly_2026_02/waterwheel2.thumb.gif.7123c725f99a261b14503f9a07ed9010.gif" /></a><br />
	<br />
	New type of rivulets: <strong>The Rapids</strong>. A comparison with the standard rivulet on the right<br />
	<img alt="rapidwater2.gif.3e0b5e66c7658fc541cf59ec3af8d469.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36223" data-ratio="65.60" width="625" src="//media.vintagestory.at/monthly_2026_01/rapidwater2.gif.3e0b5e66c7658fc541cf59ec3af8d469.gif" /><br />
	<br />
	<strong>Mechanical power upgrades</strong>: Added large windmill, in-wall axles and <strong>spur gears</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="36229" href="//media.vintagestory.at/monthly_2026_01/mechpower.gif.bf6dbacb9c41c99568a84402ffc1579d.gif" rel=""><img alt="mechpower.thumb.gif.6366b31a5aced46630da5e7b94c95986.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36229" data-ratio="105.78" width="709" src="//media.vintagestory.at/monthly_2026_01/mechpower.thumb.gif.6366b31a5aced46630da5e7b94c95986.gif" /></a><br />
	<br />
	Added snow shovel mechanic<br />
	<img alt="snowshoveling2.gif.573a3488e5c0abd6354e3bc4c435ba86.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="44076" data-ratio="90.09" width="424" src="//media.vintagestory.at/monthly_2026_04/snowshoveling2.gif.573a3488e5c0abd6354e3bc4c435ba86.gif" /><br />
	<br />
	<strong>Fully rebuilt trader outposts</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36540" href="//media.vintagestory.at/monthly_2026_01/trader2.png.8a116f461cc3ded92e56b041c555d7a1.png" rel=""><img alt="trader2.thumb.png.a6dc1825cdfee1e6dbd7ec92d847538d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36540" data-ratio="75.00" width="1000" src="//media.vintagestory.at/monthly_2026_01/trader2.thumb.png.a6dc1825cdfee1e6dbd7ec92d847538d.png" /></a><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36538" href="//media.vintagestory.at/monthly_2026_01/trader1.png.4318a588a072bd922001242e903d72fc.png" rel=""><img alt="trader1.thumb.png.c4cc9d5b19449296fab48ecf5f7ab4da.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36538" data-ratio="75.00" width="1000" src="//media.vintagestory.at/monthly_2026_01/trader1.thumb.png.c4cc9d5b19449296fab48ecf5f7ab4da.png" /></a><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36542" href="//media.vintagestory.at/monthly_2026_01/trader3.png.33cfb27a9b2c2f7a848ed99eccbb9fff.png" rel=""><img alt="trader3.thumb.png.383e02d9166438779cf51e7ef4580a94.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36542" data-ratio="80.13" width="936" src="//media.vintagestory.at/monthly_2026_01/trader3.thumb.png.383e02d9166438779cf51e7ef4580a94.png" /></a>
</p>

<p>
	Added the first iteration of dynamic dungeons to Survival mode<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="42554" href="//media.vintagestory.at/monthly_2026_03/2026-03-07_11-04-17.png.54c903cd6d297689ac3d4b6d2a2260dc.png" rel=""><img alt="2026-03-07_11-04-17.thumb.png.4aac5fa1c2ade4e5b2dd3c2876545117.png" class="ipsImage ipsImage_thumbnailed" data-fileid="42554" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2026_03/2026-03-07_11-04-17.thumb.png.4aac5fa1c2ade4e5b2dd3c2876545117.png" /></a>
</p>

<p>
	Trader clutter: Trader outposts are further individualized to the type of trader inhabiting the place<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36545" href="//media.vintagestory.at/monthly_2026_01/tradertables.png.c3825825715e9612ef54f4986cf331cf.png" rel=""><img alt="tradertables.thumb.png.0a4a52ecbfc56dbd8093322f0f078a0a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36545" data-ratio="46.10" width="1000" src="//media.vintagestory.at/monthly_2026_01/tradertables.thumb.png.0a4a52ecbfc56dbd8093322f0f078a0a.png" /></a>
</p>

<p>
	<br />
	Oil &amp; Fat mechanic rework<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36349" href="//media.vintagestory.at/monthly_2026_01/oil.png.00e09873d9d5d8ab14ae7192443f88b6.png" rel=""><img alt="oil.thumb.png.9aca9c920eb2551fc4809306796f8580.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36349" data-ratio="59.50" width="1000" src="//media.vintagestory.at/monthly_2026_01/oil.thumb.png.9aca9c920eb2551fc4809306796f8580.png" /></a>
</p>

<p>
	<br />
	Added <strong>iron and steel spears</strong>. Each spear now has its own spear head model<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36128" href="//media.vintagestory.at/monthly_2026_01/spearheads.png.8e311ab76c940164af1387af8e86f2f0.png" rel=""><img alt="spearheads.thumb.png.8e8d736145028f95372e58bac5348c12.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36128" data-ratio="38.60" width="1000" src="//media.vintagestory.at/monthly_2026_01/spearheads.thumb.png.8e8d736145028f95372e58bac5348c12.png" /></a>
</p>

<p>
	<strong>Boar rework</strong>: Full model overhaul. Added huge variant, warthogs and red river hogs. <br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36773" href="//media.vintagestory.at/monthly_2026_02/hogs.png.560bf8af0dada5040ee55578c439fbe5.png" rel=""><img alt="hogs.thumb.png.2c8ef5108be8fa05ffa15a06e3bd504f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36773" data-ratio="40.00" width="1000" src="//media.vintagestory.at/monthly_2026_02/hogs.thumb.png.2c8ef5108be8fa05ffa15a06e3bd504f.png" /></a>
</p>

<p>
	<strong>Two new farm-able crops</strong>: Fennel and Licorice - specifically added for fishing<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36331" href="//media.vintagestory.at/monthly_2026_01/crops.png.d4ab9f47b093f3e397f3790bd30b943e.png" rel=""><img alt="crops.thumb.png.a3343bd6e46bb8f1308ec1930ea56ef3.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36331" data-ratio="36.60" width="1000" src="//media.vintagestory.at/monthly_2026_01/crops.thumb.png.a3343bd6e46bb8f1308ec1930ea56ef3.png" /></a><br />
	<br />
	<strong>Eight new Mushrooms</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36350" href="//media.vintagestory.at/monthly_2026_01/mushroom.png.0e95fca4f7c7605417935c779cbe98a4.png" rel=""><img alt="mushroom.thumb.png.108e62b773bf88d5e1a76da420aebc9f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36350" data-ratio="44.40" width="1000" src="//media.vintagestory.at/monthly_2026_01/mushroom.thumb.png.108e62b773bf88d5e1a76da420aebc9f.png" /></a><br />
	<br />
	Added <strong>side effects </strong>from eating certain mushrooms<br />
	<img alt="psychedeliceffect2.gif.769ea1173c86034552d6436ea54a6102.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36222" data-ratio="47.85" width="581" src="//media.vintagestory.at/monthly_2026_01/psychedeliceffect2.gif.769ea1173c86034552d6436ea54a6102.gif" />
</p>

<p>
	<strong>Fully reworked berry bushes</strong> with rare traits and a more in-depth propagation system<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="42551" href="//media.vintagestory.at/monthly_2026_03/berry.png.4776531918dc202fbf5d6b857b48e55b.png" rel=""><img alt="berry.thumb.png.01ab3e7629774c2d966fcbc2e30cd96b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="42551" data-ratio="57.70" width="1000" src="//media.vintagestory.at/monthly_2026_03/berry.thumb.png.01ab3e7629774c2d966fcbc2e30cd96b.png" /></a>
</p>

<p>
	<strong>Four new flowers</strong>: Bluebell, Ghost pipe, Daffodils and Mugwort<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36346" href="//media.vintagestory.at/monthly_2026_01/bluebells.png.2292b39a14fba33893746eeaa9899f35.png" rel=""><img alt="bluebells.thumb.png.431a14cb3f470b93f42d3157ad707475.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36346" data-ratio="49.70" width="1000" src="//media.vintagestory.at/monthly_2026_01/bluebells.thumb.png.431a14cb3f470b93f42d3157ad707475.png" /></a><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36347" href="//media.vintagestory.at/monthly_2026_01/gostpipe.png.6078067002a95532d965aa37a50de351.png" rel=""><img alt="gostpipe.thumb.png.a619a366bdbedc2d3aec7a04e5eb6f77.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36347" data-ratio="54.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/gostpipe.thumb.png.a619a366bdbedc2d3aec7a04e5eb6f77.png" /></a><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36348" href="//media.vintagestory.at/monthly_2026_01/mugword-daffodil.png.11586fdcd7600f932194c69c4ce50693.png" rel=""><img alt="mugword-daffodil.thumb.png.e044fc2d51d0beb54a43130273499115.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36348" data-ratio="43.90" width="1000" src="//media.vintagestory.at/monthly_2026_01/mugword-daffodil.thumb.png.e044fc2d51d0beb54a43130273499115.png" /></a><br />
	<br />
	Refined tule plant textures<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36769" href="//media.vintagestory.at/monthly_2026_02/tule.png.76bd6050ec0d98d460aa34d797558b99.png" rel=""><img alt="tule.thumb.png.84fd69817836c76541204d113e3c0f91.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36769" data-ratio="40.80" width="1000" src="//media.vintagestory.at/monthly_2026_02/tule.thumb.png.84fd69817836c76541204d113e3c0f91.png" /></a><br />
	<br />
	<strong>Added 6 new hair colors</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36127" href="//media.vintagestory.at/monthly_2026_01/haircolors.png.3def27decfb5e7b30b989343799a71b0.png" rel=""><img alt="haircolors.thumb.png.e8f6b87c0f40cd20b237f1a89b9ad8eb.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36127" data-ratio="16.10" width="1000" src="//media.vintagestory.at/monthly_2026_01/haircolors.thumb.png.e8f6b87c0f40cd20b237f1a89b9ad8eb.png" /></a>
</p>

<p>
	Fully reworked Trader models<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="43857" href="//media.vintagestory.at/monthly_2026_04/traders.png.5cc980871005f8a2fb25ccc845ba6ac0.png" rel=""><img alt="traders.thumb.png.372dd11cfd0ea1c282d431d1130d1bd0.png" class="ipsImage ipsImage_thumbnailed" data-fileid="43857" data-ratio="45.10" width="1000" src="//media.vintagestory.at/monthly_2026_04/traders.thumb.png.372dd11cfd0ea1c282d431d1130d1bd0.png" /></a>
</p>

<p>
	Added many new clothing sets for the player<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="42552" href="//media.vintagestory.at/monthly_2026_03/outfits.png.7457ae26a725c00697907b8c16a945dd.png" rel=""><img alt="outfits.thumb.png.2e0a0f40bd4cd616f796eb122a631b03.png" class="ipsImage ipsImage_thumbnailed" data-fileid="42552" data-ratio="66.00" width="1000" src="//media.vintagestory.at/monthly_2026_03/outfits.thumb.png.2e0a0f40bd4cd616f796eb122a631b03.png" /></a><br />
	<img alt="2026-04-17_15-49-32.png.248ba6221fbac808d74222059f10d268.png" class="ipsImage ipsImage_thumbnailed" data-fileid="43919" data-ratio="68.25" style="width:800px;height:auto;" width="900" src="//media.vintagestory.at/monthly_2026_04/2026-04-17_15-49-32.png.248ba6221fbac808d74222059f10d268.png" />
</p>

<p>
	Papyrus chests now have their own model and texture<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36129" href="//media.vintagestory.at/monthly_2026_01/papyrus.png.c242ce140992e8eda4fb48f956590ceb.png" rel=""><img alt="papyrus.thumb.png.ce83bb2094fd5bdec9a72d6d6e3745bc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36129" data-ratio="34.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/papyrus.thumb.png.ce83bb2094fd5bdec9a72d6d6e3745bc.png" /></a>
</p>

<p>
	Sleek doors texture rework and they now have a glass window<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36131" href="//media.vintagestory.at/monthly_2026_01/doors.png.18e5c1f7af6a84a074eab2d9d211be0e.png" rel=""><img alt="doors.thumb.png.6aabfe0cdf4f2789ac3d8de8190fd0ab.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36131" data-ratio="51.00" width="1000" src="//media.vintagestory.at/monthly_2026_01/doors.thumb.png.6aabfe0cdf4f2789ac3d8de8190fd0ab.png" /></a>
</p>

<p>
	Oil lamp model reworked and ground storable<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36132" href="//media.vintagestory.at/monthly_2026_01/oillamps.png.ed17af3a9bb8c4b626b5a0ca4e8b9399.png" rel=""><img alt="oillamps.thumb.png.a3b99a54ad613a4fb8a67e3b8b016537.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36132" data-ratio="44.60" width="1000" src="//media.vintagestory.at/monthly_2026_01/oillamps.thumb.png.a3b99a54ad613a4fb8a67e3b8b016537.png" /></a>
</p>

<p>
	Added wood typed ladders<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36133" href="//media.vintagestory.at/monthly_2026_01/ladders.png.24a2598fac003ee990e7c9d7ebfb0713.png" rel=""><img alt="ladders.thumb.png.473effe8b7e2c27d632e3b11cd056c41.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36133" data-ratio="48.50" width="1000" src="//media.vintagestory.at/monthly_2026_01/ladders.thumb.png.473effe8b7e2c27d632e3b11cd056c41.png" /></a>
</p>

<p>
	Added 8 new variants of storage vessels<br />
	<img alt="vessels.png.36ba2d3db39a5110b10ecb6dc751fc64.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36134" data-ratio="66.26" width="907" src="//media.vintagestory.at/monthly_2026_01/vessels.png.36ba2d3db39a5110b10ecb6dc751fc64.png" />
</p>

<p>
	Added <strong>earthy orange ceramic</strong> color<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36135" href="//media.vintagestory.at/monthly_2026_01/earthyorange.png.a294a5820ee597390a91e245d0e9766c.png" rel=""><img alt="earthyorange.thumb.png.1bafe7d32b180e3446aea920725be48a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36135" data-ratio="54.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/earthyorange.thumb.png.1bafe7d32b180e3446aea920725be48a.png" /></a>
</p>

<p>
	Added <strong>travertine rock</strong> type and block variants<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36733" href="//media.vintagestory.at/monthly_2026_02/travertine.png.9aaae6cae8062afb9608d1d50f1bf442.png" rel=""><img alt="travertine.thumb.png.90c4182d6934fea3646687c73be4e001.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36733" data-ratio="46.00" width="1000" src="//media.vintagestory.at/monthly_2026_02/travertine.thumb.png.90c4182d6934fea3646687c73be4e001.png" /></a><br />
	<br />
	Added survival mode craftable clay tiles<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36734" href="//media.vintagestory.at/monthly_2026_02/tiles.png.b105cde0b3411b78649c5c6ba3b8bca2.png" rel=""><img alt="tiles.thumb.png.b95906f572b9309bbe5d76606852edc5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36734" data-ratio="34.80" width="1000" src="//media.vintagestory.at/monthly_2026_02/tiles.thumb.png.b95906f572b9309bbe5d76606852edc5.png" /></a>
</p>

<p>
	Tweaked glass textures. Smaller frame and textured reflections<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36144" href="//media.vintagestory.at/monthly_2026_01/glass.png.7bd487a0031f64c3857af0f001808397.png" rel=""><img alt="glass.thumb.png.f8ef06f88e07ee6de6cac58302873c47.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36144" data-ratio="53.50" width="1000" src="//media.vintagestory.at/monthly_2026_01/glass.thumb.png.f8ef06f88e07ee6de6cac58302873c47.png" /></a><br />
	<br />
	More new blocks: Aged acacia planks, aged bookshelf, fence and scroll rack (the previous aged ones are now "very aged"), leather decor, smaller lanterns and light mudbrick slabs<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36329" href="//media.vintagestory.at/monthly_2026_01/agedblocks.png.e841dae8f9b93a979a6cf12af3240b58.png" rel=""><img alt="agedblocks.thumb.png.5dbc2bb1b70a760dd459586b9b1ef419.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36329" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/agedblocks.thumb.png.5dbc2bb1b70a760dd459586b9b1ef419.png" /></a>
</p>

<p>
	Can now attach chiseled figureheads to sailboats<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36774" href="//media.vintagestory.at/monthly_2026_02/chiseledfigurehead.png.874df336ad06db7ac36ae4d010dc9c93.png" rel=""><img alt="chiseledfigurehead.thumb.png.0315de768c637c26585d833a6125c5cc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36774" data-ratio="60.60" width="1000" src="//media.vintagestory.at/monthly_2026_02/chiseledfigurehead.thumb.png.0315de768c637c26585d833a6125c5cc.png" /></a>
</p>

<p>
	Added crowbar for easier removal of wooden beams<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36334" href="//media.vintagestory.at/monthly_2026_01/crowbar.png.79fa85edd7e529e2428645ef9bd68e81.png" rel=""><img alt="crowbar.thumb.png.ae67527ab16e55546ab271bac2b5c0f5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36334" data-ratio="38.50" width="1000" src="//media.vintagestory.at/monthly_2026_01/crowbar.thumb.png.ae67527ab16e55546ab271bac2b5c0f5.png" /></a><br />
	<br />
	Added crock labels for fruit jam<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36771" href="//media.vintagestory.at/monthly_2026_02/jamlabels.png.ac9855aee0d6150068a83b7cf5a3829d.png" rel=""><img alt="jamlabels.thumb.png.70c2406443f116d0d9cabb4d70194c3d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36771" data-ratio="87.21" width="860" src="//media.vintagestory.at/monthly_2026_02/jamlabels.thumb.png.70c2406443f116d0d9cabb4d70194c3d.png" /></a>
</p>

<p>
	Placed backpacks can now be opened<br />
	<img alt="openablebackpacks2.gif.36745c74052d1933911ceb6a2ef4da4c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36700" data-ratio="69.27" width="576" src="//media.vintagestory.at/monthly_2026_02/openablebackpacks2.gif.36745c74052d1933911ceb6a2ef4da4c.gif" /><br />
	<br />
	Creative mode tool: Can now place decor (such as moss or dust) on most blocks<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36345" href="//media.vintagestory.at/monthly_2026_01/overlays.png.cffdabd4e7e4c226a2c7216861651cd0.png" rel=""><img alt="overlays.thumb.png.d2a39c7e223db522c5415bba5aaa59b1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36345" data-ratio="54.40" width="1000" src="//media.vintagestory.at/monthly_2026_01/overlays.thumb.png.d2a39c7e223db522c5415bba5aaa59b1.png" /></a>
</p>

<p>
	Reworked bighorn sheep model and added mouflon sheep<br />
	<img alt="bighorn.png.6aeea2bed78f10f0badc1292baea1b02.png" class="ipsImage ipsImage_thumbnailed" data-fileid="44081" data-ratio="54.37" width="927" src="//media.vintagestory.at/monthly_2026_04/bighorn.png.6aeea2bed78f10f0badc1292baea1b02.png" />
</p>

<p>
	Creative mode tool: Added entity mover wand<br />
	<img alt="entitymover2.gif.62ad6bee8afca03ba47a0663ba21820c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36698" data-ratio="89.52" width="668" src="//media.vintagestory.at/monthly_2026_02/entitymover2.gif.62ad6bee8afca03ba47a0663ba21820c.gif" />
</p>

<p>
	<br />
	<strong>Game updates</strong> (everything since 1.21)
</p>

<ul>
	<li>
		<strong>Feature: Fishing System</strong>

		<ul>
			<li>
				<strong>Fish rework</strong>

				<ul>
					<li>
						Added over 20 species of freshwater fish
					</li>
					<li>
						Fish now require large bodies of water to spawn
					</li>
					<li>
						Killed fish no longer sink to the bottom, requiring to be harvested. Instead they float up as a collectible item
					</li>
					<li>
						Fish now flee very quickly if melee attacked
					</li>
					<li>
						Some fish - arapaimas, pike, piranhas, and sheatfish - <strong>may attack players</strong> if cornered. Red-bellied piranhas are especially aggressive towards injured players
					</li>
				</ul>
			</li>
			<li>
				<strong>Fishing pole</strong>
				<ul>
					<li>
						Craftable fishing pole from sticks or bamboo
					</li>
					<li>
						Casting with a fishing pole launches a bobber, which floats on the water and signals when a catch happened
					</li>
					<li>
						The fishing pole catches fish that you can physically see and sometimes also small, juvenile versions
					</li>
					<li>
						You can also (very) rarely catch 8 rare collectibles exclusive to the fishing system
					</li>
				</ul>
			</li>
			<li>
				<strong>Fish distribution system</strong>
				<ul>
					<li>
						Fishing in the same location eventually depletes the fish in that area
					</li>
					<li>
						Different types of fish can be found at different locations, so you will need to travel to find every kind of fish
					</li>
				</ul>
			</li>
			<li>
				<strong>Fishing bait</strong>
				<ul>
					<li>
						Without bait, catching a fish will take much, much longer 
					</li>
					<li>
						Added Earth worms and Worm Grunter to catch earth worms. Worms frequency depends on rainfall and temperature and also depletes over time if over-harvested in a given location
					</li>
					<li>
						Can now cook stink baits from fennel and licorice plus meats and dough
					</li>
				</ul>
			</li>
			<li>
				<strong>Fish collecting</strong>
				<ul>
					<li>
						Dead fish can be preserved (taxidermy) and placed on mounts for display. Added zinc sulfate and crushed sphalerite, which is required for the taxidermy process
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		<strong>Feature: Forge rework</strong>
		<ul>
			<li>
				Added <strong>fancier Forge model</strong>
			</li>
			<li>
				<strong>Tongs now have durability</strong>. 1 durability point is subtracted per each item picked up
			</li>
			<li>
				<strong>Added metal tongs</strong>, which provide 10x to 100x the durability of wooden tongs
			</li>
			<li>
				<strong>Added bellows</strong>. Reaching higher temperatures in your forge now requires a bellows
			</li>
			<li>
				<strong>Forge fuel types</strong>. Fuel quality now determines heating temperatures and duration
			</li>
			<li>
				Can now also heat up tool heads in the forge
			</li>
			<li>
				Creatures standing on lit forges will now get damaged
			</li>
			<li>
				Glowing hot ingots can ignite unlit coal in the forge
			</li>
		</ul>
	</li>
	<li>
		<strong>Feature: Quenching and Tempering system</strong>
		<ul>
			<li>
				You can now <strong>improve their power or durability of tool heads</strong> by quenching them, but at the risk of potentially destroying the tool instead
			</li>
			<li>
				The chance of destruction can be reduced by tempering the tool, but with diminishing returns each time you temper
			</li>
			<li>
				Quenching can be done in barrels of water or pools
			</li>
			<li>
				Throwing hot items onto lake ice will cool them down and may melt the ice
			</li>
			<li>
				Covering the tool heads with clay before the quench increases durability, if uncovered increases the power value
			</li>
		</ul>
	</li>
	<li>
		<strong>Feature: Tool buffing system with the grinding wheel</strong>
		<ul>
			<li>
				Added grinding wheel to sharpen bladed weapons
			</li>
			<li>
				A sharpened weapon adds a critical hit chance, at the cost of durability. A critical hit is +100% damage
			</li>
		</ul>
	</li>
	<li>
		<strong>New Sound Tracks</strong>
		<ul>
			<li>
				Added "Latvia" sound track, plays at Latvian latitudes <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f609.png" class="ipsEmoji" alt="😉">
			</li>
			<li>
				Added 4 village exclusive tracks, one per season
			</li>
		</ul>
	</li>
	<li>
		<span>Feature: A first, proof-of-concept <strong>fully dynamic dungeon</strong> now spawns in Survival mode. They appear far apart from each other, roughly every 1500 blocks</span>
	</li>
	<li>
		<span>Feature: <strong>Fully reworked trader models</strong>. Added climate specific clothing for traders</span>
	</li>
	<li>
		<span>Feature: Added <strong>many new clothing sets </strong>to be found, traded or crafted. </span>
	</li>
	<li>
		<span>Feature: <strong>Fully reworked berry bushes</strong>. Pre-1.22 berry bushes are now legacy blocks: they will no longer be available in the Creative inventory, but any in existing worlds are still functional blocks in-game</span>
		<ul>
			<li>
				<span>Fully reworked models. Now has a barren model in winter</span>
			</li>
			<li>
				<span>Can only be propagated by taking a cutting with a knife which when planted takes 4 to 8 months to mature into a new bush</span>
			</li>
			<li>
				<span>Berry bushes that have been propageted and are fully grown now require fertilization or they will stop bearing fruit. </span><span>Berry bush nutrient use tapers off by 15% per year (resulting in about 5% use after 20 years). Some bone meal each year should be enough to give you a decent harvest</span>
			</li>
			<li>
				<span>8 rare traits have been added. 4 positive, 4 negative, each having a chance to appear on any berry bush</span>
			</li>
			<li>
				<span>Flowering/Ripening behavior still mostly similar to the old system</span>
			</li>
		</ul>
	</li>
	<li>
		<span>Feature: Added 'ruined' torch holders. They will hold torches, but if broken will not drop themselves</span>
	</li>
	<li>
		Feature: Can now <strong>mount shields on wall mounts</strong>
	</li>
	<li>
		<span>Feature: Hematite and Limonite nuggets can now be used for cave art and writing, in colors 'red ochre' and 'yellow ochre' respectively</span>
	</li>
	<li>
		Feature: Added <strong>footstep sounds</strong> to the wolf and the bear
	</li>
	<li>
		Feature: Chisel system improvements
		<ul>
			<li>
				Chiseled blocks can now be placed on sailboats as figureheads
			</li>
			<li>
				<span>Tweak: Blocks with the pillar behavior now display their orientation in the chisel tool mode material selector</span>
			</li>
			<li>
				<span>Tweak: Can now also chisel block combine in the chisel tool mode, not only in the crafting grid</span>
			</li>
			<li>
				<span>Fixed: Certain chiseled blocks placed wrong shading onto ground beneath - seen with new trader huts</span>
			</li>
			<li>
				Fixed: A broken chisel sometimes returning the the players inventory with 1 or 2 durability left
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>New collectibles and craftables</strong>
		<ul>
			<li>
				Feature: Added craftable <strong>clay tiles </strong>in all standard clay colors, which can further be turned into blocks and slabs
			</li>
			<li>
				Feature: Added new <strong>small lantern</strong>
			</li>
			<li>
				Feature: Added <strong>iron and steel spears</strong>, but de-buffed the lower tier spears
			</li>
			<li>
				Feature: Added <strong>travertine stone</strong>, which can be made into ashlar and tiles
			</li>
			<li>
				Feature: Raccoons and foxes now drop <strong>species-specific hides</strong>, which can be made into fur hats
			</li>
			<li>
				Feature: <strong>Added oils</strong> (flax/linseed, olive, fat). Raw fat now can spoil, and can be cooked into rendered fat, which does not spoil. Liquid rendered fat will solidify after several hours. The solid item form of rendered fat (for use in grid recipes) is obtained by dumping the solidified fat from the container it's in, onto the ground.
			</li>
			<li>
				Feature: Steel anvils can now be crafted in survival
			</li>
			<li>
				Feature: Added <strong>pot pies</strong> - this allows you to create mixed meat &amp; vegetable pies
			</li>
			<li>
				Tweak: Added <strong>wood-typed ladders</strong>
			</li>
			<li>
				Tweak: Added light <strong>mudbrick slabs</strong>. Allow low fertility soil in mudbrick slab recipes
			</li>
			<li>
				Tweak: Added <strong>"earthy orange" ceramic color </strong>for pit-kilned red clay items
			</li>
		</ul>
	</li>
	<li>
		Feature: Added 4 types of survival mode <strong>craftable mannequins</strong> (full body, leg, head, torso) which allow you to display your clothing
	</li>
	<li>
		Feature: <strong>New flora</strong>
		<ul>
			<li>
				Added <strong>2 new farmable crops </strong>- fennel and licorice. Both will spawn in the wilderness, and can be used to make stinkbait for fishing. Fennel is also an edible vegetable, but licorice is not
			</li>
			<li>
				Added <strong>four new flowers</strong>! Bluebell, mugwort, ghost pipe and daffodils
			</li>
			<li>
				Added 8 new rare mushrooms. Most with visual "side effects" when eaten. (Honey mushroom, Blue Meanie, Fool's Conecap, Gold Cap, Liberty Cap, Sickener, Wavy Cap, Laughing Jim)
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Block overhauls</strong>
		<ul>
			<li>
				Glass texture is now redone: full blocks have a smaller frame and all glass blocks now have textured glass reflections
			</li>
			<li>
				Ceramic oil lamps have a new model, and are no longer made from bowls. They can also now be hung from the ceiling
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Mechanical power updates</strong>
		<ul>
			<li>
				Feature: Added large windmill
			</li>
			<li>
				Feature: Added in-wall mechanical power axles
			</li>
			<li>
				Feature: Added <strong>waterwheel </strong>(WIP). Needs to be placed on rapids (fast-moving water)
			</li>
			<li>
				Tweak: Nerf! Windmills now cause turbulence within a radius 1.5 times the sail diameter (meaning 15 blocks distance required between two maxed windmills) 
			</li>
			<li>
				Tweak: Creative rotor is now roughly 7x more powerful, uses a similar torque display as the windmill and allows independent adjustment of speed
			</li>
			<li>
				Tweak: Helve hammer no longer has exponential power cost as speed goes up [it caused mech. networks to oscillate heavily]
			</li>
			<li>
				<s>Tweak: Starting from 1.22.0 stable (so not yet!) mechanical power blocks will ignite if they rotate too fast. They will smoke for a while before igniting, for an early warning</s>
			</li>
			<li>
				Fixed: Axle stands on north-south oriented axles that are attached under a block were incorrectly rotated
			</li>
		</ul>
	</li>
	<li>
		Feature: Added 4 small optional <strong>side quests</strong> offered by the villagers
	</li>
	<li>
		Feature: Added <strong>6 new seraph hair colors</strong> the player can select from in the character creation screen
	</li>
	<li>
		Feature: <strong>Hacked locust improvements</strong>
		<ul>
			<li>
				Feature: Tuning spear now has an additional tool mode allowing you to call back your tamed locust
			</li>
			<li>
				Feature: Can now heal and revive hacked locust with metal parts
			</li>
			<li>
				Follows the owner a little quicker
			</li>
			<li>
				Fixed: Hacked locust jumping after player as if attempting to attack them
			</li>
		</ul>
	</li>
	<li>
		<strong>Quality-Of-Life improvements</strong>
		<ul>
			<li>
				Feature: <strong>Held bags</strong> that are placed on the ground can now be interacted with
			</li>
			<li>
				Feature: <strong>Added crowbar</strong>, which lets you remove the most recently added support beam from a block
			</li>
			<li>
				Feature: You can now attach crocks to the elk's left and right front storage locations (they will not, however, have labels shown while attached)
			</li>
			<li>
				Feature: When hovering over or grabbing a wearable item in your inventory, the proper slot for that item in your character inventory will be highlighted
			</li>
			<li>
				Tweak: Allow bulk placement of metal bits in ground storage
			</li>
			<li>
				Tweak: Flower pots can be placed on shelves
			</li>
			<li>
				Tweak: Can now slice pies using knife in crafting grid
			</li>
			<li>
				Tweak: Dirty pots can now be stored on the elk, like regular cooking pots
			</li>
			<li>
				Tweak: In the map, the "Add Waypoint" dialog now remembers previous Waypoint names and suggests them. Suggested names can now be deleted with a single backspace stroke.
			</li>
			<li>
				Tweak: The red in-game error texts now have a black border around them to make them easier to read
			</li>
			<li>
				Tweak: Bowls show satiety of remaining food portion only when the bowl has less than a full portion of a meal in it
			</li>
			<li>
				Tweak: When drinking out of a bowl, you must split the stack to drink, like all other bowl actions
			</li>
			<li>
				Tweak: Can now use a shovel to dig up cattail roots, faster than using a knife
			</li>
			<li>
				Tweak: Exiting the game via Alt+F4 (or [X] in the game window) now fully saves your world
			</li>
			<li>
				Tweak: No more 1-second delay on picking up mined items
			</li>
			<li>
				Tweak: Collapsed chests in ruins now fall apart into chest rubble once they are empty
			</li>
			<li>
				Tweak: More intense low health / low satiety alarm visuals
			</li>
			<li>
				Tweak: Collectible tool tip "Attack power: -{0} hp" is now "Attack power: {0} damage"
			</li>
			<li>
				Tweak: The Controls settings tab now correctly shows again if a keybind conflicts with another keybind
			</li>
			<li>
				Tweak: When using 1-click mod install, the game autofocuses now
			</li>
			<li>
				Tweak: Mod manager improvements: mods are now downloaded in parallel; mod release retractions are now respected
			</li>
			<li>
				Tweak: Block remapping on game version updates now applied automatically on first run of new game version. The dialog "This save game was created with an older version of the game ... a remapping and reload is required" should now be a thing of the past [and <em>/fixmapping applyall</em> should now never be necessary]
			</li>
			<li>
				Fixed: You can no longer waste a poultice attempting to heal a fully dead elk
			</li>
			<li>
				Fixed: Multiple issues with selection boxes of support beams
			</li>
			<li>
				Fixed: Player viewing direction jumping after exiting an inventory
			</li>
			<li>
				Fixed: 9 year old bug in the cinematic camera system where sections of the path were running at different velocities (credit: ImNuts42)
			</li>
			<li>
				Fixed: Multi drop down select not remembered the checked boxes (e.g. in the meta spawner ui). Also fixed missing translation entries in the meta spawner ui creature dropdown
			</li>
			<li>
				Fixed: Not possible to reinforce or lock labeled chests
			</li>
		</ul>
	</li>
	<li>
		<strong>New In-World Interaction capabilities</strong>
		<ul>
			<li>
				Feature: Oil lamps now use the ground storage system - in other words one can place them in quadrants, and mixed with other items
			</li>
			<li>
				Feature: Can now remove the head of a ground placed bear pelt
			</li>
			<li>
				Feature: Sieves, and saddle blankets can fit onto shelves
			</li>
			<li>
				Feature: Liquid containers on shelves can be interacted with directly
			</li>
			<li>
				Feature: There is now a new ground processing system that allows for simple crafting processes of ground placed items
				<ul>
					<li>
						Can now scrape ground placed soaked hides
					</li>
					<li>
						Can carve bone flutes from ground placed bones
					</li>
					<li>
						Can saw long bowstave into recurve bowstave on the ground
					</li>
					<li>
						Can shear parchment out of scraped small hide on the ground
					</li>
					<li>
						Can smash ore chunks on the ground using a hammer
					</li>
				</ul>
			</li>
			<li>
				<span>Tweak: Rusty gears now have a pile model that holds up to 64 gears. The old-style piles of gears will still be found in ruins, but player-placed piles will be more orderly, and larger capacity</span>
			</li>
			<li>
				Tweak: Tool heads can now be placed on the ground
			</li>
			<li>
				Tweak: Weapons can now be placed on antler mounts (but not tools)
			</li>
			<li>
				Tweak: Stick, cattail, and papyrus piles now hold 2-3x more items.
			</li>
			<li>
				Tweak: A pile of thatch on the ground now holds up to 18 items
			</li>
			<li>
				Tweak: Papyrus tops pile transfer quantity raised to 3<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Gameplay balance affecting changes</strong>
		<ul>
			<li>
				Tweak: Can now also sell trapped animals in the auction house, increased auction duration 60%
			</li>
			<li>
				Tweak: Grain crops now have half the yield in grain and fiber, but spawn in patches twice as large during world generation. The net effect to be requiring larger fields for equivalent grain production compared to previous versions
			</li>
			<li>
				Tweak: Iron and Steel spears added. Other spears nerfed to make room for them
			</li>
			<li>
				Tweak: Glacier ice and packed glacier ice that have been collected and placed again will begin to melt, if the local temperature is above freezing
			</li>
			<li>
				Tweak: Improvised armor now also requires rope
			</li>
			<li>
				Tweak: Armor stand now has more intuitive attaching of items
			</li>
			<li>
				Tweak: Can no longer grid craft stuff from hot items
			</li>
			<li>
				Tweak: Hunter backpack recipe can now produce two backpacks from one huge pelt. Using a large pelt returns a small pelt, in addition to the backpack. Using a huge pelt for fur gloves returns 1 small pelt.
			</li>
			<li>
				Tweak: Treasure Hunter trader offers only a 25% discount on subsequent elk purchases in exchange for another eidolon vessel
			</li>
			<li>
				Tweak: Added a few usable storage blocks to the Resonance Archives entrance
			</li>
			<li>
				Tweak: Reduced spawn radius of mobs in the Devastation Area, so players are more likely to encounter them
			</li>
			<li>
				Tweak: Removed grid crafting crock sealing recipe in favor of other (in-world) methods
			</li>
			<li>
				Tweak: Horsetail no longer qualifies as bee or butterfly feed
			</li>
			<li>
				Tweak: Reviving a player no longer restores satiety to 50%, now leaves it unchanged
			</li>
			<li>
				Tweak: Balanced with the addition of small lanterns, the original large lantern now costs twice the glass and metal 
			</li>
			<li>
				Tweak: Upped survival time of trapped animals from 1 day to 2 days
			</li>
			<li>
				Tweak: Restored custom spawn conditions lost in the 1.18 update
				<ul>
					<li>
						Harsh winters setting now again disables livestock spawn (deer, sheep, boars and chickens). It didn't
					</li>
					<li>
						Wolves and Bears now again are on a grace timer in new worlds. 4 hours for wolves, 1 day for bears.
					</li>
				</ul>
			</li>
			<li>
				Tweak: Moved arctic white and silvery blue butterfly into warmer spawn zones
			</li>
			<li>
				Fixed: Crop growth was 10% faster and consumed 10% less nutrients than intended
			</li>
			<li>
				Fixed: Salt lake beds were not generating during worldgen (in very dry and warm areas)
			</li>
			<li>
				Fixed: Farmland crops consumed slightly less soil nutrients than intended
			</li>
			<li>
				Fixed: With stacks of items in the firepit, finishing cooking one item no longer resets the temperature of the input stack, but a stack's warm-up time is now longer for larger stack sizes
			</li>
			<li>
				Fixed: Material transmutation/dupe glitch with chiseled blocks <span style="font-size:12px;">(technical info: Output chiseled blocks no longer have multiple of the same materials plus only consume every unique input material once)</span>
			</li>
			<li>
				Fixed: Peanuts did not give a satiety bonus in meals
			</li>
			<li>
				Fixed: Cassava would dry out even while in a meal
			</li>
			<li>
				Fixed: Placing an iron bloom on an anvil caused its temperature to drop immediately
			</li>
			<li>
				Fixed: Resonance Archives gasifier would burn fuel too quickly
			</li>
			<li>
				Fixed: Baking an item in an oven would reset the spoilage timer
			</li>
			<li>
				Fixed: Cheese wheel would reset freshness each time a slice was cut off
			</li>
			<li>
				Fixed: Lava that turned water into basalt/obsidian did not delete the water
			</li>
			<li>
				Fixed: Very broken behavior when lava flowed into a water source block (turned water source block into basalt in large strange patterns)
			</li>
			<li>
				Fixed: Luxury trader was still selling gold omok pieces<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Creature behavior changes</strong>
		<ul>
			<li>
				Tweak: In closed spaces, Bowtorns now evade the player more intelligently - and if they can't they will begin firing on you
			</li>
			<li>
				Tweak: Sun bears will now break skeps and steal berries off bushes
			</li>
			<li>
				Tweak: Slightly slower creature look around speeds
			</li>
			<li>
				Tweak: Saltwater fish spawning now more accurately matches where the species would exist in real life
			</li>
			<li>
				Tweak: Panda and brown bamboo spawns changed to overlap, so pandas appear with bamboo more often. Panda range has moved south, and brown bamboo range has moved north
			</li>
			<li>
				Tweak: Brown bears will drop a little more fat
			</li>
			<li>
				Fixed: In snow walkspeed debuff applied twice to all locusts
			</li>
			<li>
				Fixed: Less wonky locust stepping on small steps. Will now use the stepping behavior instead of going vertical climb on small height differences
			</li>
			<li>
				Fixed: Animals would never eat planted crops
			</li>
			<li>
				Fixed: 23 types of butterflies never spawned
			</li>
			<li>
				Fixed: Bighorn sheep now live in dryer regions rather than wetter ones
			</li>
			<li>
				Fixed: Inconsistencies in raccoon climate conditions
			</li>
			<li>
				Fixed: Missing minimum temperature for tang fish spawns<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Creative Mode additions</strong>
		<ul>
			<li>
				<strong>Feature: Can now place decor layers, such as moss, on almost all blocks (not only full blocks): for example, storage vessel or chest </strong>(but placement on plants is not possible)
			</li>
			<li>
				Feature: <strong>Entity mover tool</strong>. Lets you pick up and move around creatures
			</li>
			<li>
				Feature: Added leather decor overlay block - "sheet of stitched leather"
			</li>
			<li>
				Feature: Added aged acacia plank blocks
			</li>
			<li>
				Feature: Added "veryaged" variants of wood fence, bookshelf, and scroll rack.
			</li>
			<li>
				Tweak: Add chiselable full block stone path
			</li>
			<li>
				Tweak: Added ruined metal door variants<br />
				 
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Thrown stone improvements</strong>
		<ul>
			<li>
				Bricks, stonebrick, refractory bricks are now also throwable
			</li>
			<li>
				Fixed: thrown stones could still deal damage even when PvP was disabled or the attackplayers/attackcreatures permission was revoked.
			</li>
			<li>
				Fixed: thrown stones would make no thud sound if they landed close to the throwing player
			</li>
			<li>
				Fixed: when skipping stones, splash particles would not spawn and some stones could get forever stuck floating above water<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Handbook improvements</strong>
		<ul>
			<li>
				Feature: Handbook search is more flexible with better results
			</li>
			<li>
				Feature: Handbook shows which animal eats which food, on food pages
			</li>
			<li>
				Feature: Handbook shows trappable animals on trap pages
			</li>
			<li>
				Feature: Show what plants can go in which flowerpots and planters in the handbook
			</li>
			<li>
				Tweak: Handbook now shows items that can be created at various workstation blocks, like fruit press or anvil
			</li>
			<li>
				Tweak: Show the days or years required for an item to perish in the handbook, rather than only the hours
			</li>
			<li>
				Tweak: Animal traps and troughs included in storable information in handbook
			</li>
			<li>
				Tweak: Omok table and pieces included in storable information in handbook
			</li>
			<li>
				Tweak: Show destroyed animal traps in the handbook
			</li>
			<li>
				Tweak: Handbook display of smithing recipes improved
			</li>
			<li>
				Tweak: Handbook display of metal molding improved
			</li>
			<li>
				Tweak: Better spacing for beehive kiln results in the handbook
			</li>
			<li>
				Tweak: Quern shows grinding outputs on handbook page
			</li>
			<li>
				Tweak: Quern handbook entry now mentions that the quern can be powered by hand, as well as by machinery.
			</li>
			<li>
				Tweak: Searching the Command Handbook, search results in long pages go to the (first) position of the search text
			</li>
			<li>
				Tweak: In the Handbook, for materials created by grinding, show the quern in "Created by" section
			</li>
			<li>
				Tweak: Display what clothing can fit on what mannequins in the handbook
			</li>
			<li>
				Tweak: Remove handbook grouping from clothing 
			</li>
			<li>
				Fixed: Handbook wattle and daub entry incorrectly stated the initial daub application as 10 items (it is actually 6).
			</li>
			<li>
				Fixed: Handbook will properly show the grid crafting recipes on the appropriate nugget pages instead of all on the copper nugget page
			</li>
		</ul>
	</li>
	<li>
		<strong>Visual fine tuning</strong>
		<ul>
			<li>
				Feature: Added fruit labels for jam on crocks
			</li>
			<li>
				Tweak: Improved OIT rendering system which should fix oddities when half transparent geometry is on top of others (e.g. clouds behind windows)
			</li>
			<li>
				Tweak: Scene shader tweak  - prevent complete whiteness on overly bright surfaces
			</li>
			<li>
				Tweak: Tule model and texture reworked
			</li>
			<li>
				Tweak: Spears have new spear head models, each metal with a unique design.
			</li>
			<li>
				Tweak: Sleek wooden doors now have a glass plane and have a smoother and more bespoke texture
			</li>
			<li>
				Tweak: Lowered the threshold for villagers to get a frost overlay, and made the face never freeze over
			</li>
			<li>
				Tweak: Cow parsley, heather, western gorse and orange mallow flowers now uses the old, more simplified model again
			</li>
			<li>
				Tweak: Anvils now use holdbothhandslarge idle animation, rather than holdbothhands.
			</li>
			<li>
				Tweak: Aged and very aged wood textures should now be more consistent across all blocks and items. Renamed "aged wood" to "aged oak"
			</li>
			<li>
				Tweak: Nicer first person hand transform for slabs
			</li>
			<li>
				Tweak: Papyrus chest now has separate shape from reed chest
			</li>
			<li>
				Tweak: Tool heads now have sockets where appropriate
			</li>
			<li>
				Tweak: Iron and steel pickaxes have revised model
			</li>
			<li>
				Tweak: Ratlines now have knots at the intersections
			</li>
			<li>
				Tweak: Wolf holds its tail straighter and lower
			</li>
			<li>
				Tweak: Bear textures revised, and each bear now has its own model, to avoid drastic json scaling
			</li>
			<li>
				Tweak: Cooking pot model now has rope cradle when attached to elk
			</li>
			<li>
				Tweak: Seraph rendered into GUIs are now animated
			</li>
			<li>
				Tweak: Saltpeter and other powders and crushed materials scaled up to be more visible when dropped on the ground
			</li>
			<li>
				Tweak: Redid Brass Ruby Brooch model to more match original vision
			</li>
			<li>
				Tweak: Stone path stairs and slabs now extend 1 voxel 'below ground' to cover the gap that can be left by regular path blocks.  Stone paths now use wildcards to randomize texture, rather than alternates.
			</li>
			<li>
				Tweak: Updated existing leather colors to be less bright. Added running stitch variant for all leathers.
			</li>
			<li>
				Tweak: Messy12 ground storage changed to be spaced more evenly
			</li>
			<li>
				Tweak: Better line up text lines and checkboxes/sliders in the settings interface tab
			</li>
			<li>
				Tweak: Weather system: Don't spawn snow storm particles when above 5°C
			</li>
			<li>
				Tweak: Fixed items way to strongly wind affected when in hands
			</li>
			<li>
				Fixed: Long standing visual bug where harvesting reeds sometimes overextended the players arm
			</li>
			<li>
				Fixed: Pie dough sides were unusually dark when placed besides blocks
			</li>
			<li>
				Fixed: Make particles use proper multiblock collision
			</li>
			<li>
				Fixed Fortune Teller Hip Scarf model z-fighting with gambeson
			</li>
			<li>
				Fixed: Some block breaking overlays were incorrectly applied
			</li>
			<li>
				Fixed z-fighting on sloped (main) roof segments
			</li>
			<li>
				Fixed: Seraphs shoulders clipping through in "hold both hands" pose
			</li>
			<li>
				Fixed: Camera jitters and ridden elk occasionally stopping when mods modified too much player data
			</li>
			<li>
				Fixed: Animation jerkiness on traders
			</li>
			<li>
				Fixed: One line break too much in the block info HUD in some cases
			</li>
			<li>
				Fixed: Stretched UVs on axle and aged armorstand
			</li>
			<li>
				Fixed: Some tool heads had bad origins and so would do crazy flips when tossed
			</li>
			<li>
				Fixed: Flowing lava blocks now start their particles at the correct height
			</li>
			<li>
				Fixed: Some texts off vertically by 1 pixel
			</li>
			<li>
				Fixed: Incorrect feathers texture on arrows
			</li>
			<li>
				Fixed: Player yaw jitter when closing chat window while in overhead camera mode
			</li>
			<li>
				Fixed: Short rotation flicker right after placing certain blocks (with rotatable block entities)
			</li>
			<li>
				Fixed: Rare flashes of X-ray vision when breaking blocks next to a chunk boundary
			</li>
			<li>
				Fixed: Seraph from the character dialog clipping through creative inventory
			</li>
			<li>
				Fixed: Holding a pulverizer frame would obstruct player view significantly
			</li>
			<li>
				Fixed: 'Plain glasses' lenses were not on transparent renderpass, and so had X-ray vision
			</li>
			<li>
				Fixed: Baskettrap trigger animation was rotated differently than the base block
			</li>
			<li>
				Fixed: Baskettrap or Crate trap animation broken when both traps were placed
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Sound additions</strong>
		<ul>
			<li>
				Lots of internal preparatory work for foot steps sounds
			</li>
			<li>
				Charlemagne entity has a new sound set
			</li>
			<li>
				Added more Wolf sounds for variation
			</li>
			<li>
				Added 2 dive attack sounds to the second boss
			</li>
			<li>
				Seraph hurt sounds are now shorter when the damage is low or when it's from frost or poisoning
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Performance tweaks</strong>
		<ul>
			<li>
				Changing the graphics quality preset is now 4 times faster (1s lag instead of 4s lag)
			</li>
			<li>
				Improve loading times with many mods installed (json patching times 47s =&gt; 3.6s). Contribution by tehtelev
			</li>
			<li>
				Improve loading times with many mods installed (recipe loading times 21s =&gt; 8s). Contribution by tehtelev
			</li>
			<li>
				Improve loading times of certain handbook pages from 10-14 seconds to instant when mods "A Culinary Artillery" and "Expanded Foods" are installed
			</li>
			<li>
				Further 400k objects removed from permanent heap (mainly duplicate strings)
			</li>
			<li>
				Reduced client-side lag spikes caused by various commonly used blocks
				<ul>
					<li>
						Ground storage, toolrack, shelves and similar utility blocks <span style="font-size:12px;">[Technical info: BEContainerDisplay types  - Display Case, Ground Storage, Toolrack, etc... now generate meshes off the main thread]</span>
					</li>
					<li>
						Flowerpots and planters <span style="font-size:12px;">[Technical info: only tesselate one plant shape max. per container, defer pot tesselation and transforms to tesselation thread]</span>
					</li>
					<li>
						Small increase in loading time for doors and toolracks
					</li>
				</ul>
			</li>
			<li>
				Further reductions in Matrixf and vector object creation
			</li>
			<li>
				Further reductions in Vec2f and Vec3f object creation in many places
			</li>
			<li>
				Explosion shell vectors calc now uses FastVec3f not Vec3f
			</li>
			<li>
				Further low level matrix improvements in animations; reduce memory pressure on client
			</li>
			<li>
				Many low level matrix operations moved from heap to stack
			</li>
			<li>
				Re-use some matrices and vectors at low level
			</li>
			<li>
				Reduced heap memory pressure from selection box ray-tracing. With thanks to dedgrant
			</li>
			<li>
				Fixed memory leak when displaying skep or basket trap in inventory or handbook
			</li>
			<li>
				Fixed potential memory leak in forge
			</li>
			<li>
				RAM and heap saving, SnowAccum system now uses a value type [ServerMapChunk.SnowAccum is now a float[] not a ConcurrentDictionary]
			</li>
			<li>
				Particles - reduce RAM requirements and heap pressure
			</li>
			<li>
				General improvements to SQLiteDbConnectionv2, less heap pressure for multiplayer server
			</li>
			<li>
				Added LOD2 shapes and textures for all clutter bookshelves
			</li>
			<li>
				Very minor, but system-wide rendering optimization <span style="font-size:12px;">[Technical info: Don't call EnableVertexAttribArray every render call, not necessary as per OpenGL spec]</span>
			</li>
			<li>
				<span>Faster recipe matching with reduced memory usage. Should fix lag spikes on the server and client when crafting or using the handbook</span>
			</li>
			<li>
				<span>Less CPU cost for unpacking chunks, creating packets etc - main benefits on large multiplayer servers</span>
			</li>
		</ul>
	</li>
	<li>
		Tweak: In-game guidance tweaks
		<ul>
			<li>
				Feature: Crocks, pots, and bowls with meals now show interaction help when ground placed
			</li>
			<li>
				Tweak: Lowered the itemstack hover info HUD a bit so that it does not cover up the stack size of the item in your mouse slot
			</li>
			<li>
				Fixed: Show only workable items in anvil interaction help
			</li>
			<li>
				Fixed: Interaction help for mortally wounded elk said "Revive player"
			</li>
		</ul>
	</li>
	<li>
		Tweak: Game Server tweaks
		<ul>
			<li>
				Tweak: <strong>AntiAbuse system</strong> partially revived. Off by default, but when enabled in the serverconfig.json it will decline block interactions when they are too far away from the player
			</li>
			<li>
				Tweak: When a server has <strong>more than 50 players</strong>, join/leave and death messages no longer get printed to chat (configurable in servermagicnumbers.json field "PublicJoinLeaveDeathMessagesThreshold")
			</li>
			<li>
				Tweak: Join, Leave and Death messages now also sent to all player groups the player is part of
			</li>
			<li>
				Tweak: Allow the server heartbeat/register to master server also work in standby mode
			</li>
			<li>
				Tweak: Added more audit logging when trading and using the action house
			</li>
			<li>
				Tweak: Multiple Serverconfig StartupCommands would not work if there was a space in front of a command
			</li>
			<li>
				Fixed: "spawnRadius" not a circular spawn area and sometimes spawning player outside of the radius. Fixed a respawning player placed at a block edge. Mitigate spawning inside blocks.
			</li>
			<li>
				Fixed: Command <em>/serverconfig entityspawning 0</em> did not disable entity spawning right away and vice versa did not enable it right away when it was disabled before
			</li>
			<li>
				Fixed: Possible server exception on player death
			</li>
			<li>
				Fixed: On a dedicated server when using a malformed welcome message it would disconnect/crash each client on login.
			</li>
		</ul>
	</li>
	<li>
		Tweak: Command Tweaks:
		<ul>
			<li>
				Tweak: Most <em>/wgen</em> commands can now be called from console
			</li>
			<li>
				Tweak: Added <em>/serverconfig blockTickChunkRange</em>
			</li>
			<li>
				Tweak: Added worldgen command <em>/wgen regenrange</em>
			</li>
			<li>
				Tweak: Now <em>/entity spawn</em> command can optionally also specify the generation, eg. generation=3
			</li>
			<li>
				Tweak: New command <em>/entity findnpc</em> to count the villagers or find a specific one
			</li>
			<li>
				Tweak: New command <em>/entity list</em> to list the types of all loaded entities, and count them
			</li>
			<li>
				Tweak: Add alias <em>/wcc</em> for the worldconfigcreate command
			</li>
			<li>
				Tweak: Fixed typo in command <em>/dev per-player-lootable-reset</em>
			</li>
			<li>
				Tweak: add client ping to <em>/stats</em> and <em>/list clients</em> commands
			</li>
			<li>
				Tweak: Removed no longer working <em>/wgen regenr</em> and <em>/wgen regenrc</em> commands
			</li>
			<li>
				Tweak: Wireframes display command can now be abbreviated to <em>.debug wf</em>
			</li>
			<li>
				Fixed: <em>/wgen regen</em> did not reload the deposits files
			</li>
			<li>
				Fixed: When using <em>/wgen regen</em> the GeneratedStructures list could be restored only partially, the actual in-world structures/blocks should have be mostly unaffected by that
			</li>
			<li>
				Fixed: Command /land list would not output the correct center postions if a claim had multiple areas
			</li>
			<li>
				Fixed: <em>.we</em> command no longer working to open/close the world edit ui
			</li>
			<li>
				Fixed: GameTickListener debug command <em>/debug tickhandlers dump dcentity</em> not working
			</li>
			<li>
				Fixed: Command <em>.chb expcmds</em> did not make sure the ModConfig folder exists
			</li>
		</ul>
	</li>
	<li>
		Tweak: Ladder tweaks
		<ul>
			<li>
				Wood ladders can connect as one ladder, crude and rope cannot connect to others
			</li>
			<li>
				Wood ladders can be sawed back into boards
			</li>
			<li>
				Ladders made entirely of sticks have their own model, separate from ladders made from planks
			</li>
			<li>
				Crude ladders cannot support themselves on the ground or the ceiling and require a wall for support
			</li>
		</ul>
	</li>
	<li>
		Tweak: Water tweaks
		<ul>
			<li>
				Tweak: Rivulet riverbed carver. Somewhat more neatly integrates the rivulets into the world. (WIP, temporarily disabled in -pre.1)
			</li>
			<li>
				Tweak: Also spawn rivulets on mountain sides
			</li>
			<li>
				Tweak: Water now spreads faster
			</li>
			<li>
				Tweak: Flowing water shader tweaks
			</li>
			<li>
				Fixed: Flowing water with NE,SE,SW,NW directions was not visually flowing diagonally
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Lightning flash visual tuning</strong>. Lights up the world from a greater distance and a bit more realistically
	</li>
	<li>
		Tweak: <strong>Players are now visible on the map up to 1000 blocks away</strong> or if in a shared group, by default
	</li>
	<li>
		Tweak: <strong>Player map markers will show the supporter color</strong>, like player names in chat
	</li>
	<li>
		Tweak: <strong>Held/dynamic light range now better corresponds to placed light range</strong>
	</li>
	<li>
		Tweak: Added a<span> </span><strong>Creative mode pocket sun</strong>. Caution: Very hot!
	</li>
	<li>
		Tweak: Increase dynamic lights detection range from 60 to 120 blocks
	</li>
	<li>
		Tweak: Add a bit of extra brightness near a held/dynamic light source
	</li>
	<li>
		Tweak: Cleavers now have a non-functional 'head' item like most other tools, and must be combined with a stick to make the complete tool. Also revised the cleaver model to have 1:1 pixel scale (previously was 50% scale)
	</li>
	<li>
		Tweak: Tuned seraph idle animations
	</li>
	<li>
		Tweak: Can now add linings or change the color of glass for small lanterns in ground storage
	</li>
	<li>
		Tweak: Added new ground crafting sounds, for scraping soaked hides with knife, trimming small or medium scraped hides into parchment using shears, carving a bone into a flute, removing the head from a bear pelt, and sawing a raw longbow stave into a raw recurve stave using a saw
	</li>
	<li>
		Tweak: Copper roofing grid recipe yield doubled, except that tips are now individually made from a single copper plate
	</li>
	<li>
		Tweak: Breaking blocks adjacent to and below water flow, may now cause the water to flow into the newly made gap
	</li>
	<li>
		Tweak: The Devastation Tower elevator now prevents falling through when going down
	</li>
	<li>
		<span>Tweak: Add non-climbable versions of clutter ladders, for use in cases like bunk beds where you don't want them interfering with the player's normal movement</span>
	</li>
	<li>
		<span>Tweak: Chain mail items have a revised smaller model, and are now placeable on the ground in the quad layout</span>
	</li>
	<li>
		<span>Tweak: Rendered fat recipe no longer dirties the pot</span>
	</li>
	<li>
		<span>Tweak: Pigs and sheep will no longer stand around idly such that they can easily be fenced in. They will now run away from the player, or attack the player if they get too close</span>
	</li>
	<li>
		<span>Tweak: Removed unused 'eidolon gearbox' item from the game</span>
	</li>
	<li>
		<span>Tweak: Firestarter can now be burned in a firepit</span>
	</li>
	<li>
		<span>Tweak: Allow candles to be removed from an existing bunch of candles without breaking it</span>
	</li>
	<li>
		<span>Tweak: Male goats in general will not use the very smallest horn models, better differentiating them from females</span>
	</li>
	<li>
		<span>Tweak: Copper shingle blocks now have a grid recipe. The shingle blocks blocktype json was moved from 'metal' folder to 'roofing' folder</span>
	</li>
	<li>
		<span>Tweak: Grid recipes which produce roofing half-blocks now produce two halves, rather than one</span>
	</li>
	<li>
		Tweak: Add a bit of extra brightness near a held/dynamic light source
	</li>
	<li>
		Tweak: Added server config setting UpnpInfiniteLifetime (enable with /sc upnpinfinitelifetime on). Use this for infinite UPnP port mapping lifetime; otherwise the default 10-minute lifetime auto-renews mappings. Behavior may vary depending on the router.
	</li>
	<li>
		Tweak: Change Linux icon from xpm to png since xpm may not be supported on newer systems
	</li>
	<li>
		Tweak: "Antler mount" is renamed to "Wall mount".
	</li>
	<li>
		Tweak: Wall mount block info text name is now set to the placed item
	</li>
	<li>
		Tweak: Palisade walls and stakes now prevent animals from walking on them, like regular fences.
	</li>
	<li>
		Tweak: Ovens now no longer allows igniting of non-fuel, such as pies
	</li>
	<li>
		Tweak: Allow liquids to be chiseled only in creative mode
	</li>
	<li>
		Tweak: Removed fish carcass clutter block, because there is a dedicated fish carcass block
	</li>
	<li>
		Tweak: Debarked and tree trunk 'veryaged' and 'veryagedrotten' textures modified for consistency
	</li>
	<li>
		Fixed: Fixes npc dialogue link text cut off in some cases
	</li>
	<li>
		Fixed: Cassava that dried out in a meal due to a bug no longer has an incorrect name nor gives no nutrition
	</li>
	<li>
		Fixed: Oven would give incorrect error message when trying to add non-bakeable items
	</li>
	<li>
		Fixed: 2x1 and 1x2 paintings only half visible when there was a decor layer on the wall
	</li>
	<li>
		Fixed: Hunger rate applied twice by accident, causing a setting of 0.5x to be 0.25x and of 2x to be 4x
	</li>
	<li>
		Fixed: Unable to put empty bowl into barrel inventory slot
	</li>
	<li>
		Fixed: Scrolling in dropdowns near bottom of the screen shows all items properly
	</li>
	<li>
		Fixed: The grid recipe to force clay brick slabs into a certain orientation was missing
	</li>
	<li>
		Fixed: Pies with default full top crust style would not stack properly if cycled through crust types
	</li>
	<li>
		Fixed: Bear foot sliding, brown and polar bear chasing after tiny creatures (baby hares and chicken), and not attacking animals they chase
	</li>
	<li>
		Fixed: Entering and exiting the water while holding the sprint key would slow you to a walk even with the precise control scheme
	</li>
	<li>
		Fixed: Holding down the sprint key before starting to move would still start off with walking  
	</li>
	<li>
		Fixed: Armor stands could only be placed at edges of blocks
	</li>
	<li>
		Fixed: Color accurate worldmap: Still used vintage colors until the map was opened
	</li>
	<li>
		Fixed: Clouds going black when using [x] Override default values from the world edit control panel
	</li>
	<li>
		Fixed: Traders and Villagers would execute the option after the "What did you got to trade?" which mostly was the "Whats your name?" option and so reveal their name at the same time as openting the trading menu
	</li>
	<li>
		Fixed: Empty triggered animal traps would not drop block if broken
	</li>
	<li>
		Fixed: Empty triggered animal trap would give back trap when picked up rather than just basket
	</li>
	<li>
		Fixed: Prevent the trader menu to be opened by multiple players, which can crash the game
	</li>
	<li>
		Fixed: Falling maple seeds did not fall with reduced gravity
	</li>
	<li>
		Fixed: Crash when Ctrl+scrolling up on the firepit input slot
	</li>
	<li>
		Fixed: Rotation of clayforming for watering cans matches output
	</li>
	<li>
		Fixed: On some occasions, traders walking away from player during conversations and standing still after conversations
	</li>
	<li>
		Fixed: Some ropes not properly loading from a savegame to client side. Explanation: We did not re-broadcast when a cloth system became active, we did not update the state on chunk loads although we check all chunks if they are loaded on each clothsystem
	</li>
	<li>
		Fixed: Some damage effects still applying on damage over time types of damage (e.g. instant huge red overlay when eating fly agaric)
	</li>
	<li>
		Fixed: Drinking more or less than 1L of wine all at once will properly vary how intoxicated you become
	</li>
	<li>
		Fixed: Dragging to place ingredients into cooking pot would not evenly distribute items
	</li>
	<li>
		Fixed: Mechanical power blocks, World Edit selection tool grow/shrink buttons and other parts of the game now work in other dimensions
	</li>
	<li>
		Fixed: Sub-decors (e.g. cave art) now preserved in World Edit move area, mirror area and repeat area operations
	</li>
	<li>
		Fixed: Removed downwards exponential acceleration of entities that use passive physics behavior
	</li>
	<li>
		Fixed: Fall damage inconsistency, added player stat "fallDamageThreshold"
	</li>
	<li>
		Fixed: On a brand new world, the client game calendar would be paused and/or slightly desynced from the server time for a minute, causing the sun to jump after 25 in-game minutes
	</li>
	<li>
		Fixed: After a client-side crash, the game kept running until the Crash Reporter window was closed
	</li>
	<li>
		Fixed: Removed uncraftable soaked bear pelts
	</li>
	<li>
		Fixed: Cutting snow covered grass with a knife did not yield dry grass
	</li>
	<li>
		Fixed: Missing horns on female goats, also they can fight back now
	</li>
	<li>
		Fixed: Items dropped by mechanically powered querns, pulverizers, or chutes could be launched very far when outside of the simulation range (128 blocks from the player)
	</li>
	<li>
		Fixed: "Wide lines have been deprecated" warnings on certain GPUs, eg. Intel UHD
	</li>
	<li>
		Fixed: Ladders would sometimes allow strange interactions between different types
	</li>
	<li>
		Fixed: After healing with an item, a second item in the same slot (from picking up) with a slow interaction process would immediately finish (#6719)
	</li>
	<li>
		Fixed: Logged error for carburizable properties in handbook
	</li>
	<li>
		Fixed: Many repeated logged OpenGL errors on Mac filling up the log file
	</li>
	<li>
		Fixed: When milking goats your inventory could get out of sync and remove buckets or causes getting kicked from the server.
	</li>
	<li>
		Fixed: Various water plants could have non-matching top and bottom section pieces
	</li>
	<li>
		Fixed: Stone path slabs did not show snowcover. Stone path blocks had hitboxes 1 voxel too tall
	</li>
	<li>
		Fixed: Crash when viewing corrupted rock-typed block
	</li>
	<li>
		Fixed: Another possible cause of ghost Players
	</li>
	<li>
		Fixed: <strong>Beams not placing correctly in free mouse mode</strong> or when client-&gt;server not in sync.
	</li>
	<li>
		Fixed: Some fruit trees would spawn as empty stumps during worldgen
	</li>
	<li>
		Fixed: Crash in the music system when flying fast
	</li>
	<li>
		Fixed: Wild fruit trees not fruiting in the first year
	</li>
	<li>
		<span>Fixed: Honey would give the wrong satiety in a meal</span>
	</li>
	<li>
		<span>Fixed: Quenching/Tempering buffs not applying when they should and the item now shows its item state in the item info hud.</span>
	</li>
	<li>
		<span>Fixed: Tempering applied a buff instead of only reducing the break chance</span>
	</li>
	<li>
		<span>Fixed: Applying many buffs added many lines of text to the item info hud</span>
	</li>
	<li>
		<span>Fixed: The player would get full nutrition from drinking spoiling liquid</span>
	</li>
	<li>
		<span>Fixed: Properly stop animations when ground processing items</span>
	</li>
	<li>
		<span>Fixed: Animation would never end when breaking ore chunks in ground storage</span>
	</li>
	<li>
		<span>Fixed: Drifters had a missing face on their neck that would show on their back side, when dead.</span>
	</li>
	<li>
		<span>Fixed: Bronze rods had combined word localizations (i.e. Tinbronze, Bismuthbronze) which was not per standard</span>
	</li>
	<li>
		<span>Fixed: Grindstone grid recipe conflicted with polished stone recipe</span>
	</li>
	<li>
		<span>Fixed: Ruined metal doors had the latch on the wrong side, and their hitbox was thinner than the door.</span>
	</li>
	<li>
		<span>Fixed: Collapsed clutter scroll racks were not texture-swappable.</span>
	</li>
	<li>
		<span>Fixed: Ruined sabre had blade ground-stored transform, and so looked like it was half buried in the ground.</span>
	</li>
	<li>
		<span>Fixed: Bugnet durability wasn't consumed</span>
	</li>
	<li>
		<span>Fixed: Brass torchholder description didn't have useful info from aged torchholder description</span>
	</li>
	<li>
		<span>Fixed: /debug helddurability command not marking slot dirty</span>
	</li>
	<li>
		<span>Fixed: Armor breaks on zero durability</span>
	</li>
	<li>
		<span>Fixed: Female tamed elk hitboxes displayed raw lang keys instead of translated text</span>
	</li>
	<li>
		<span>Fixed: Empty chests playing incorrect sound when closed</span>
	</li>
	<li>
		<span>Fixed: Chiseling or rotating blocks located at a chunk edge, now correctly updates lighting on neighbors across the chunk edge</span>
	</li>
	<li>
		<span>Fixed: Harvested brown sedge tossed on the ground was nowhere near its actual hitbox</span>
	</li>
	<li>
		<span>Fixed: Some pigs had bad 'center' points in their model, resulting in mis-placed hitboxes</span>
	</li>
	<li>
		<span>Fixed: Flax fibers' held transform was WAY too small</span>
	</li>
	<li>
		<span>Fixed: Black coal was a pigment for sign writing, but could not do cave drawings</span>
	</li>
	<li>
		Fixed: Tule root didn't say in description that it can be planted again
	</li>
	<li>
		Fixed: Luxury trader was selling two shields that were missing the wood attribute.
	</li>
	<li>
		Fixed: Placing a crock into ground storage would crash the game on some operating systems
	</li>
	<li>
		Fixed: Sheep no longer spawn in thick forests or shrubland
	</li>
	<li>
		Fixed: Rope couldn't be placed on ground without already existing ground storage
	</li>
	<li>
		Fixed: Some story locations (lazaret) caused additonal protected areas above ground after using /wgen regen at their position
	</li>
	<li>
		Fixed: Couldn't pick up empty armor stand
	</li>
	<li>
		Fixed: Devastation tower pitch black at night and other worldgenned light sources not emitting light
	</li>
	<li>
		Fixed: Bamboo stakes and shovel gui icons when moused over were not centered.
	</li>
	<li>
		Fixed: Long bowstave is invisible in ground storage when dry
	</li>
	<li>
		Fixed: "Toggle sprint" checkbox hover text was wrong in the game settings 
	</li>
	<li>
		Fixed: Aged sailboat did not have a creative item to place it (and so did not show up in handbook)
	</li>
	<li>
		Fixed: Flax fibers were not centered in the gui
	</li>
	<li>
		Fixed: Hot items invisible in ground storage
	</li>
	<li>
		Fixed: Metal arrow fletching was solid black
	</li>
	<li>
		Fixed: Rare crash when chiseled block name is null
	</li>
	<li>
		Fixed: Drygrass item was not centered in it's selection box when laying on the ground
	</li>
	<li>
		Fixed: Mouflon and bighorn sheep horns had bad wall mount transforms. Mouflon horns were also missing localizations.
	</li>
	<li>
		Fixed: Water updates not consistently triggered if solid blocks (water-logged blocks) were in the same position
	</li>
	<li>
		Fixed: Clouds disappearing after sleeping in some cases
	</li>
	<li>
		Fixed: Dirty cooking pot had bad incorrect idle pose
	</li>
	<li>
		Fixed: Anomalously light texture section on adult male elk's neck fur
	</li>
	<li>
		<span>Fixed: Scraping multiple soaked hides causes game crash #8479</span>
	</li>
	<li>
		<span>Fixed: Old traders were upgraded to the new traders, but naked and no face</span>
	</li>
	<li>
		<span>Fixed: When public server advertising is enabled that could send multiple duplicated requests to the masterserver. Issue since 1.22.0-pre.1</span>
	</li>
	<li>
		<span>Fixed: Some Nadiyan clothing was not using the correct textures.</span>
	</li>
	<li>
		<span>Fixed: Merchant hat and fur coat had some texture issues.</span>
	</li>
	<li>
		Fixed: Snowcovered slabs not flush with adjacent blocks
	</li>
	<li>
		Fixed: Incorrect UV on Gearfoot Bowtorn legs
	</li>
	<li>
		<span>Fixed: Various small issues with bear textures and model</span>
	</li>
	<li>
		<span>Fixed: Olives' on-ground transform was bad</span>
	</li>
</ul>

<p>
	<span style="font-size:18px;"><strong>API Updates</strong></span><br />
	For our modders - please be aware, the game engine and game content have undergone several significant changes
</p>

<ul>
	<li>
		Paradigm shift: Since 1.21 you can define tags in Blocks, Items and Entities. As of 1.22 you can now <strong>use tags for all crafting recipes. </strong>In future updates we will expand tag compatibility to other systems. Though please wait before using these, the syntax might still change in pre2 or pre3
	</li>
	<li>
		Paradigm shift: You can now <strong>precisely time creature sounds </strong>by defining them as part of the animation meta definitions. This lets you bind a sound to the exact animation frame where the sound should be played, independent of how fast the animation plays. You can define multiple sounds per animation. This is how we added bear and wolf step sounds.
	</li>
	<li>
		We have migrated our source projects from .NET 8 <strong>to .NET 10</strong>. You will need to install the .net10 sdk to compile our public code.
	</li>
	<li>
		<strong>entity.ServerPos is no more</strong>. You can still access it but it now redirects to entity.Pos
	</li>
	<li>
		We <strong>moved world generation</strong> code from the survival mod to the essentials mod, so that total conversion mods can also utilize it
	</li>
	<li>
		CollectibleObject has many of its field turned into methods that also call their respective methods on behaviors
	</li>
	<li>
		Each landform in the landforms.json now must have a unique code. Previously you could use duplicated names. The game will now crash instead.
	</li>
	<li>
		For the red tinting hurt overlay of creatures to work you now need to add "Health" behavior to to the list of client side behavior as well
	</li>
	<li>
		Experimental feature: Mods can now modify the main menu background pictures. If any mods sets one, then the game will disable all vanilla ones.
	</li>
</ul>

<p>
	Also noteworthy and just for your awareness, there are currently several notable ongoing projects within the VS coder team:
</p>

<ul>
	<li>
		The entire code base of Vintage Story now compiles without warnings, consequently we have either fixed or removed our own game engine's use of deprecated features
	</li>
	<li>
		We have a multi-year long goal of switching over to nullable value types in all code files
	</li>
	<li>
		We continued to slowly integrate a comprehensive tags system. New since 1.21:
		<ul>
			<li>
				Changed types of tag arrays and renamed them to tag sets
			</li>
			<li>
				Block and item tags merged into general tags
			</li>
			<li>
				General tags have limit of 65k tags now
			</li>
			<li>
				Tag sets now provide API with set methods
			</li>
			<li>
				Modders no longer need to interact with tag ids directly, they are hidden behind the tag set implementation
			</li>
			<li>
				Modders now can register their own tag types
			</li>
			<li>
				<strong>NOTE: there may be further changes to tags code before -rc.1 </strong>
			</li>
		</ul>
	</li>
	<li>
		We continued to refactor, improve and consistency check all our entity AI Tasks
	</li>
	<li>
		We continued our efforts to un-hardcode game engine and content, to make it easier to patch game content as well as reducing unexpected behaviors when modding the game
	</li>
</ul>

<p>
	<br />
	<strong>API changelog</strong>
</p>

<ul>
	<li>
		Feature: <strong>Rewrite stone throwing code</strong> into its own "CollectibleBehaviorThrowable". Allows one to make an item or block throwable with json changes only
	</li>
	<li>
		Feature: Food in a meal automatically gives a 30% bonus to the base satiety if no in meal nutrition is defined
	</li>
	<li>
		Feature: New server event "HandInteract". Called before any server side hand interact code is executed
	</li>
	<li>
		Feature: New parameter "MinCuboidsPerModel" for ground storable behavior that fixes problem with partial models in ground storage
	</li>
	<li>
		Feature: Item buff feature. Can now buff buffable collectibles e.g. when holding a falx in hands with command "/debug cbuff add sharpened attackpower 1.2" for +20% damage or "/debug cbuff add sharpened attackpower 1 2" for +2 flat damage. Available buffs: attackpower, maxdurability, durability, miningspeed. In code can also define durability of a buff, which is reduced alongside the item durability
	</li>
	<li>
		Feature: Allow BlockBehaviorHarvestable to require a tool
	</li>
	<li>
		Feature: Anvil blocks keep track of their metal tier
	</li>
	<li>
		Feature: Mods can now supply background images for the main menu in their modinfo.json. Currently, if any are supplied then all vanilla ones are disabled.
	</li>
	<li>
		Feature: Added the ability to create custom mixed pie recipes with multiple food categories as fillings
	</li>
	<li>
		Refactor: Major rework of the recipe systems in order to support tags
	</li>
	<li>
		Refactor: Move most of worldgen code to essentials mod and added modularity in some areas so that full conversion mods can use it
	</li>
	<li>
		Refactor: Changed args in capi.StartTrack()
	</li>
	<li>
		Refactor: Move onhurt invulnerable timer code from Entity.cs to BehaviorHealth.cs where it belongs. This however means the Health behavior needs to be client side as well, on all entities. In order to stay backwards compatible, these will automatically get added upon entity load, for now. It will print a warning if that is the case
	</li>
	<li>
		Refactor: GetBehavior(...) methods in Entity now avoid nullref exceptions inside them
	</li>
	<li>
		Refactor: Rename CollectibleBehavior.OnGetMaxDurability to .GetMaxDurability() and altered return value behavior
	</li>
	<li>
		Refactor: Shields now much more mod-dable. The shield code is now type/variant-agnostic
	</li>
	<li>
		Refactor: Rename dirtfloor.json to packeddirt-trampledearth.json, and aridpackeddirt.json to drypackeddirt.json
	</li>
	<li>
		Refactor: BlockUtil.GetKnifeStacks replaced with ObjectCacheUtil.GetToolStacks
	</li>
	<li>
		Refactor: EntityBehaviorRideable and EntityBehaviorGait code cleanup. Now more moddable. Ridden creatures no longer ignore swim sound set from json. Leave blank for silence. Set ridden movement speed only through gait, not through rideable controls. Also allow gaits to have an environment set for land or water, and provides logic for multiple speeds of swimming
	</li>
	<li>
		Refactor: Rename EnumBlockMaterial.Liquid to EnumBlockMaterial.Water
	</li>
	<li>
		Refactor: Lava now has EnumBlockMaterial Lava instead of Liquid
	</li>
	<li>
		Refactor: Merge ItemTagArray and BlockTagArray into CollectibleTagArray
	</li>
	<li>
		Refactor: Cleanup and Document AiTaskManager.ExecuteTask() and .StopTask()
	</li>
	<li>
		Refactor: Made methods of ItemWearable and ItemWearableAttachment virtual, also made private methods protected
	</li>
	<li>
		Refactor: Allow for multiple "AnimationSound" per animation meta. AnimationMeta.AnimationSound is now an array. Make sure to update all anim sounds in your entity json files from animationSound: { ...} to animationSounds: [ { .... } ]
	</li>
	<li>
		Refactor: Added dropQuantityMultiplier to BlockBehavior.OnBlockBroken()
	</li>
	<li>
		Refactor: In AI task json, rename chance, wanderChance, and searchFrequency to executionChance
	</li>
	<li>
		Refactor: Mushroom textures were placed in many individual folders. Now all are under the base 'mushroom' folder.
	</li>
	<li>
		Refactor: Replaced "noConsumeOnCrafting: true", used in the glider schematic itemtype with "consume: false" in the grid recipe
	</li>
	<li>
		Refactor: ItemWearable is now obsolete, replaced by CollectibleBehaviorWearable 
	</li>
	<li>
		Refactor: ItemWearableAttachment is now obsolete, replaced CollectibleBehaviorWearableAttachment
	</li>
	<li>
		Refactor: Many fields of Collectible now more moddable
		<ul>
			<li>
				Implemented GetAttackRange for CollectibleBehavior
			</li>
			<li>
				Implemented GetMiningSpeeds for both CollectibleObject and CollectibleBehavior
			</li>
			<li>
				Implemented GetDamagedBy for CollectibleObject
			</li>
			<li>
				Implemented GetTool for CollectibleObject (interaction tooltips still use Tool directly)
			</li>
			<li>
				Implemented GetToolTier for CollectibleObject (interaction tooltips still use ToolTier directly)
			</li>
			<li>
				Implemented GetCombustibleProperties for CollectibleObject (interaction tooltips still use CombustibleProps directly)
			</li>
			<li>
				Replaced NutritionProps with GetNutritionProperties where possible
			</li>
			<li>
				Replaced TransitionableProps with GetTransitionableProperties where possible
			</li>
			<li>
				Implemented GetGrindingProperties for CollectibleObject
			</li>
			<li>
				Implemented GetCrushingProperties for CollectibleObject
			</li>
			<li>
				Implemented GetRequiredMiningTier for Block
			</li>
		</ul>
	</li>
	<li>
		API Feature: Targetable AI tasks can specify a minimum and maximum injury amount of the target
	</li>
	<li>
		API Feature: Added MouseWheelMove input event
	</li>
	<li>
		API Feature: ItemSlotCharacter now uses virtual CheckDressType instead of static IsDressType
	</li>
	<li>
		API Tweak: BlockMultiblock now uses .GetInterface() instead of .GetBehavior() to find interfaces
	</li>
	<li>
		API Feature: Added texture bleeding system for seamless block transitions
	</li>
	<li>
		Feature: New block properties for controlling texture bleed behavior:
		<ul>
			<li>
				BleedPriority (auto from material or manual override)
			</li>
			<li>
				CanReceiveBleed, BleedOverlayTexture
			</li>
			<li>
				BleedTopFaceOnly, BleedGroup, BlocksTextureBleed
			</li>
		</ul>
	</li>
	<li>
		Refactor: Collectible.OnCreatedByCrafting() and CollectibleBehavior.OnCreatedByCrafting() "gridrecipe" argument is now of type "IRecipeBase" instead of "GridRecipe"
	</li>
	<li>
		Refactor: Worldgen: Moved ChunkColumnGen event registration from StartServerSide to InitWorldGen()
	</li>
	<li>
		Refactor: New tag condition matching system. Complex tag conditions hold either a set of disjunctive entries ([a and b and c] or [d and e]) or as a set of conjunctive entries ([a or b or c] and [d or e]).
		<ul>
			<li>
				In both cases each of the inner sets can also have a set of forbidden tags that is always disjunctive. The syntax for using these in json follows one simple rule: If no junction verb is specified, the group is treated as conjunctive (a and b and c)<br />
				examples:
			</li>
			<li>
				[["all", "of", "these"]]<br />
				[["all", "of", "these"], (or) { allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }]<br />
				{ allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }<br />
				{ anyOf: ["any", "of", "these"], noneOf: ["any", "of", "these"] }<br />
				{ anyOf: [["all", "of", "these"], { allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }] }<br />
				{ allOf: [["anyOf", "of", "these"], (and) { anyOf: ["any", "of", "these"], noneOf: ["any", "of", "these"] }] }11:20 AM<br />
				these can be used in recipe ingredients and entiy behaviors for now* Replacement Tag System
			</li>
		</ul>
	</li>
	<li>
		Tweak: Use GetInterfaces for all instances of IIgnitable
	</li>
	<li>
		Tweak: Add stencil buffer API to rendering interface
	</li>
	<li>
		Tweak: Collectible.DamageItem() - Added optional arg "destroyOnZeroDurability"
	</li>
	<li>
		Tweak: Frameprofiler (.debug logticks xx) now records mousedown/mouseup event cost as well
	</li>
	<li>
		Fixed: Collectible.OnHeldDropped was not called server side
	</li>
	<li>
		<span><span>Fixed: Rideable behavior no longer ignores minGeneration setting</span></span>
	</li>
	<li>
		Fixed: Crash when entity tries to play sound it did not have
	</li>
	<li>
		Fixed : When using a villages.json to specify modded villages a non wildcard schematics path would not resolve properly
	</li>
	<li>
		Fixed: Unable to export texture atlasses when intallation folder did not have user permissions, they now go to the data folder instead
	</li>
	<li>
		Tweak: New overload CraftingRecipeIngredient.Resolve(IWorldAccessor world, string sourceForErrorLogging, IRecipeBase recipe) should be used to Resolve input ingredients, to ensure they are registered to the new fast recipe matching
	</li>
	<li>
		Tweak: IWorldAccessor has new read-only property IWorldAccessor.FastSearchRecipesByIngredient; this will be populated by the new CraftingRecipeIngredient.Resolve() method mentioned above
	</li>
	<li>
		<span>Tweak: Transform editor dialog now has firepit transform support</span>
	</li>
	<li>
		<span>Tweak: Spawner blocks can now define rain and temperature conditions</span>
	</li>
	<li>
		<span>Tweak: Added OnContainedInteractCancel for use in ground storage interactions</span>
	</li>
	<li>
		<span>Tweak: The Block animation system now also hooked up to the animation sounds system. Example implementation: Bellows</span>
	</li>
	<li>
		<span><span>Fixed: 'scale' property in shape overlays did not work</span></span>
	</li>
	<li>
		<span>Fixed: Offsets from mounted entities now make sense, existing ones will need adjusting</span>
		<ul>
			<li>
				<span>The mounted animation should position the player relative to the hitbox</span>
			</li>
			<li>
				<span>The attachment point on the mounted creature should go on the part of the entity the player's movement follows</span>
			</li>
			<li>
				<span>The seat offset adjusts the location of the player's hitbox relative to the attachment point* Internal: Change pelt grid recipes that accept multiple sizes, to new 'anyof' format, for Rennorb to check, as they don't seem to work.</span>
			</li>
		</ul>
	</li>
	<li>
		Tweak: Hides and their various associated items now use the tags system for recipes, with the result that bear hides can now be used directly in the same recipes that only generic hides could be used in directly before.
	</li>
	<li>
		Tweak: 'item-crushed-leadoxide' renamed to 'item-crushed-galena', to better align with standard naming formats.
	</li>
	<li>
		Tweak: Better logging for errors in grid recipes
	</li>
	<li>
		Tweak: New construction options! Structure generation via structures.json now also supports placement: "Shallowwater", supports minForest/maxForest constraints, and fixes some structures generating under water
	</li>
	<li>
		Tweak: The grid recipe loader will now print a warning if a ingredient wildcard never matches
	</li>
	<li>
		Tweak: Allow for custom attribute based grouping of things like shields or bookshelves in the handbook
	</li>
	<li>
		Tweak: Added BroadcastMapRegion to the WorldManager to force send a map region for example after using /wgen regen to update structures debug wireframes
	</li>
	<li>
		Tweak: Correct handling of CollectibleBehavior.OnHandbookRecipeRender. This also means a new argument "ref EnumHandling handling" is added, breaking compatibility with mods implementing this method
	</li>
	<li>
		Tweak: Clothing no longer renders onto seraph skin by default, set collectible attribute "renderOntoSkin" to true to reactivate that
	</li>
	<li>
		Tweak: AnimatableRenderer now supports mixed rendering of opaque and transparent geometry. It'll automatically extract it from the supplied mesh
	</li>
	<li>
		Tweak: Structure placement "Surface" now also checks U blocks
	</li>
	<li>
		Tweak: Removed logged startup warning "Is a {0} mod, but .cs or .dll files were found. These will be ignored." in dll mods that had a worldconfig property set. It served no purpose.
	</li>
	<li>
		Tweak: Added IWearable and IWearableStatsSupplier interfaces, which are now used in new behaviors
	</li>
	<li>
		Tweak: Implemented following methods for CollectibleBehavior: RequiresTransitionableTicking, ConsumeCraftingIngredients, UpdateAndGetTransitionStates. UpdateAndGetTransitionState, GetMergableQuantity and TryMergeStacks
	</li>
	<li>
		Tweak: Metal types of lamellae, chain, and scale items that do not have corresponding armor sets have been removed.
	</li>
	<li>
		Tweak: Ground placed collectibles can now emit light
	</li>
	<li>
		Tweak: Doors can now specify liquidBarrierHeight per block segment
	</li>
	<li>
		Tweak: AnimationMetaData Sounds can now be set to looping
	</li>
	<li>
		Tweak: EntityBehaviorAttachable can now set useShiftAttach: true in json to use the shift key for attaching and deatching
	</li>
	<li>
		Tweak: Sound tracks can now be structure specific
	</li>
	<li>
		Tweak: Allow liquid containers to set custom drink portion sizes in JSON
	</li>
	<li>
		Tweak: Improve loading times with many mods installed (recipe loading times 21s =&gt; 8s, json patching times 47s =&gt; 3.6s). Contribution by tehtelev
	</li>
	<li>
		Tweak: When json patches target a missing file, log an warning to the main log file instead of a debug entry in the debug file
	</li>
	<li>
		Tweak: EntityBehaviorAttachable can now set useShiftAttach: true in json to use the shift key for attaching and detaching
	</li>
	<li>
		Tweak: Allow entities to specify useSlotPrefix: true in attributes to allow other shapes to be added to it with a different texture by adding the slotCode to the texturePrefixCode
	</li>
	<li>
		Tweak: Can now defined a "frostOverlayThreshold" an entity type json attributes to change the temperature at which an entity is 100% frosted over
	</li>
	<li>
		Tweak: Can now configure ground storage messy12 positioning
	</li>
	<li>
		Tweak: Made prevPlayerPos public in GuiElementMap
	</li>
	<li>
		Tweak: Made world map color randomization configurable
	</li>
	<li>
		Tweak: Made button background color not hardcoded
	</li>
	<li>
		Tweak: Game now warns you if you have attachment point codes duplicated, as it results in undefined behavior
	</li>
	<li>
		Tweak: Two new MeshData methods, .Scale() and .Rotate() with no origin specified, will scale/rotate around the block center point
	</li>
	<li>
		Tweak: Renderpass Decor is now available, used for decor overlay layers; see vanilla overlays for examples
	</li>
	<li>
		Tweak: add BlockType attribute "allowOverlays: false" to prevent moss, dust and other overlays from being applied; can also in rare cases use "allowOverlays: true" to force allowing of overlays where they would normally be auto-disabled (eg. on transparent blocks or ice blocks)
	</li>
	<li>
		Tweak: BEQuern.cs move all private fields and methods to protected
	</li>
	<li>
		Tweak: Add font stroke to debug screen text to make it more readable
	</li>
	<li>
		Tweak: Mods can now add a assest/mymod/config/remapentities.json which then gets automatically merged with the games entity remappings, please do not replace assets/game/config/remapentities.json unless you really really want to overwrite the entire vanilla entity remappings
	</li>
	<li>
		Tweak: Mods can now add a assest/mymod/config/remaps.json which then gets automatically merged with the games remappings, please do not replace assets/game/config/remaps.json unless you really really want to overwrite the entire vanilla remappings
	</li>
	<li>
		Tweak: Allow custom shape for harvestable skep mesh
	</li>
	<li>
		Tweak: Make the game engine more tolerant towards missing files
	</li>
	<li>
		Tweak: Add ability to remove a mod asset origin
	</li>
	<li>
		Tweak: Improve support for framebuffer rendering. Added capi.Render.GenTexture(), rename capi.Render.FrameBuffer to capi.Render.CurrentFrameBuffer, can now also get capi.Render.CurrentFrameBuffer, added capi.Render.OrthoMode() and capi.Render.PerspectiveMode()
	</li>
	<li>
		Tweak: EnumSoundType moved from Vintagestory.API.Client to Vintagestory.API.Common (since it may be used by the server as part of SoundAttributes)
	</li>
	<li>
		Tweak: AnimationSound now supports 'chance' of the sound being played
	</li>
	<li>
		Tweak: Can now bulk edit transforms of variantgrouped collectibles
	</li>
	<li>
		Tweak: Much cleaner implementation for adding support to custom transforms editing via the transform editor. Instead of weird save/load/close stuff, instead register to event bus events "onsettransform" and "ongettransform". See ItemTongs.cs for example
	</li>
	<li>
		Tweak: Added HabitatSize property to spawning conditions, only works for animals with Habitat=Underwater or Habitat=Sea. Default HabitatSize is 2
	</li>
	<li>
		Tweak: Added animal spawn maps. This lets you further constrain animal spawn to certain regions only. Example implementation: Fish spawn
	</li>
	<li>
		Tweak: Items and Blocks can now define a "ParticlesTextureCode" to specify where block/item breaking particle colors should come from
	</li>
	<li>
		Tweak: When checking the nutrition properties for liquid inside of containers, fallback to the default for the liquid if per litre properties are not found
	</li>
	<li>
		Tweak: It's now possible for meals to be intoxicating
	</li>
	<li>
		Tweak: It's now possible to specify a non-default groupBy to use when creating an ItemStack slideshow in the handbook
	</li>
	<li>
		Tweak: Trait attributes can now define blend types
	</li>
	<li>
		Tweak: New CollectibleBehavior for harvesting items in ground storage
	</li>
	<li>
		Tweak: Ground storage now uses GetCollectibleInterface to obtain IContainedInteractable, making it possible to add it to collectible behaviors
	</li>
	<li>
		Tweak: LiquidContainerTopOpened now uses IContainedInteractable, Ground Storage code for this interaction removed
	</li>
	<li>
		Tweak: Existing elk sounds moved from creature/hooved/large/elk folder to new creature/animal/mammal/hooved/deer folder, to conform with new shape/texture/entity folder standards.
	</li>
	<li>
		Tweak: IContainedInteractable now has GetContainedInteractionHelp method
	</li>
	<li>
		Tweak: ModMaker Update: Fixes mod maker modinfo creation to be compatible for moddb uploading
	</li>
	<li>
		Tweak: new optional ContainedTextureSource() constructor with callback for off-thread texture uploading
	</li>
	<li>
		Tweak: new optional ITextureAtlasAPI.GetOrInsertTexture() call with callback for off-thread texture uploading
	</li>
	<li>
		Tweak: Chat command can now specify custom syntax explanation for an argument, by appending .WithExplanation() to an argument
	</li>
	<li>
		Tweak: Added CollectibleBehavior.GetAttackPower()
	</li>
	<li>
		Tweak: Allow to change a block after falling. With a new "variantAfterFalling" parameter, it's now possible to change the block after falling, like a broken variant or a variant with a lower shape (in case the shape is less than 15 voxels like the chandelier)
	</li>
	<li>
		Tweak: Renamed IWorldManagerAPI.CurrentWorldName -&gt; CurrentWorldFilepath to better describe itself
	</li>
	<li>
		Tweak: OnTree BlockPatches now respects the TreeType property
	</li>
	<li>
		Tweak: AI tasks can use a single time frame that extends through the night, rather than needing one from evening to midnight and another from midnight to morning
	</li>
	<li>
		Tweak: Renamed InventoryPlayerBackPacks to InventoryPlayerBackpacks
	</li>
	<li>
		Tweak: Added IServerEventAPI.PlayerReady event, which triggers after all mods signal the player is ready to play. Currently used by the character selector, so right now this event only triggers once the player has selected his character (or right away if he selected it already in a previous join). Cleaned up XML documentation for PlayerJoin, PlayerNowPlaying events
	</li>
	<li>
		Tweak: Animal generation check happens from EntityBehaviorHealth instead of BehaviorHealingItem
	</li>
	<li>
		Tweak: BlockEntity tick listeners now log their positions on exception
	</li>
	<li>
		Tweak: Incorrectly formatted strings sent to ILogger methods now will throw compile errors instead of crashing ingame
	</li>
	<li>
		Tweak: Unhardcode antler item names from antler growth behavior
	</li>
	<li>
		Tweak: Changed Entity.ServerPos and Entity.SidedPos to refer to the Entity.Pos property, so they are no longer different from the Pos property. This is to remove confusion about which to use where.
	</li>
	<li>
		Tweak: In EntityBehaviorMultiply, can now provide an array of requiresNearbyEntityCodes from json. On the code side, more fields made accessible.
	</li>
	<li>
		Tweak: Sailboat-mounted lantern no longer uses a separate model. It instead attaches the 'wall' lantern shape to an invisible LANTERNPARENT element in the sailboat shape. One less model to maintain.
	</li>
	<li>
		Tweak: Methods in BehaviorRideableAccessories made protected and virtual
	</li>
	<li>
		Tweak: Duplicated landform/mutation codes in landforms.json are no longer valid. The game will error and exit on startup now. Each landform must have a unique code.
	</li>
	<li>
		Tweak: Allow harvestable skeps to have custom food tags defined in JSON
	</li>
	<li>
		Tweak: Allow custom food tags for ItemStack variants with ICreatureDietFoodTags
	</li>
	<li>
		Tweak: Blockpatch system: also respect forest value even for UnderTree placement
	</li>
	<li>
		Tweak: Targetable AI tasks can read a TargetOnlyInteractableEntities true/false value from json
	</li>
	<li>
		Tweak: API additions to IMapRegion and IServerEventAPI to support future river generation
	</li>
	<li>
		Tweak: IBlockFlowing now has additional properties and methods, including position-aware GetPushVector(BlockPos). Default implementations are in BlockForFluidsLayer.cs. Modded liquid blocks should ensure their implementation is correct otherwise particle or entity motion may be wrong, or other bugs
	</li>
	<li>
		Deprecation: ItemPoultice moved to Legacy folder. Use BehaviorHealingItem instead.
	</li>
	<li>
		Fixed: EntityVillager modding robustness. Did not respect mod domain, crashed on missing textures or missing sounds, did not allow for single sound voice
	</li>
	<li>
		Fixed: Don't crash when no hotbar is loaded and one uses the offhand slot flip hotkey
	</li>
	<li>
		Fixed: seraph face and body became invisible after .reload textures command
	</li>
	<li>
		Fixed: When loading a world the font size of labeled chests will no longer reset to the default size
	</li>
	<li>
		Fixed: Farmland at low temperatures or low light levels now properly delays crop growth even when temperatures and light levels increase back to acceptable levels
	</li>
	<li>
		Fixed: The termite mound would drop itself instead of termites when their supporting block was removed
	</li>
	<li>
		Fixed: .reload shapes command was not reloading placed blocks properly
	</li>
	<li>
		Fixed: Avoid null reference exception when calling WorldMap.TryAccess when access is not granted despite being unclaimed
	</li>
	<li>
		Fixed: Item/tool/material texture folder contained many redundant and non-standard-sized textures. All textures in this folder have been reassigned to other standard textures, or moved. Spear and spearhead itemtype json texture sections reorganized.
	</li>
	<li>
		Fixed: Properly use loaded metal variants for all types of blocks and items
	</li>
	<li>
		Fixed: Max saturation being reset to 1500 on client side
	</li>
	<li>
		Fixed: Game crashing under `.cf sedi 1` plus spawned projectiles
	</li>
	<li>
		Fixed: Loading of assets is now fully case insensitive internally. Should fix uppercase/lowercase asset loading issues on modded assets
	</li>
	<li>
		Fixed: Crash when parsing json to an AssetLocation using AsObject
	</li>
	<li>
		Fixed: DrawSvg,LoadSvg,LoadSvgWithPadding with no color specified would default to fully transparent now we properly load the color from the SVG and convert it to BGRA for rendering
	</li>
	<li>
		Fixed: Normalize normal vector before packing to stop bit bleeding (PR 55 by phonon)
	</li>
	<li>
		Fixed: BlockLiquidContainerBase TryTakeContent would sometimes give back incorrect stack size
	</li>
	<li>
		Fixed: When eating a liquid container with nutrition properties the player's satiety would become NAN and eventually lead to a crash
	</li>
	<li>
		Fixed: Properly allow for liquid containers that are edible, and will be eaten when empty
	</li>
	<li>
		Fixed: Creative inventory tabs cut off wide text
	</li>
	<li>
		Fixed: CollectibleBehavior.GetRemainingDurability() called CollectibleBehavior.OnGetMaxDurability() instead of .GetRemainingDurability()
	</li>
	<li>
		Fixed: Interaction help itemstack rendering can go oversize
	</li>
	<li>
		Fixed: Rendering ui inventory contents into a framebuffer did not work
	</li>
	<li>
		Fixed: Seaweed and Seagrass had EnumBlockMaterial.Liquid instead of Plant
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>Game updates</strong> (changes since 1.22.0-rc.10, also included above)
</p>

<ul>
	<li>
		Tweak: Remove large bellows recipe since mechanical power integration was not finished in time
	</li>
	<li>
		Tweak: Allow diagonal snow shovelling
	</li>
	<li>
		Tweak: When pushing lots of snow, little bits may fall off on either side
	</li>
	<li>
		Fixed: Incorrect link in the fishing guide
	</li>
	<li>
		Fixed: Rare crash involving written parchment or book in hotbar
	</li>
	<li>
		Fixed: Rare crash when adding meal to an empty bowl on the ground. GH #8650
	</li>
	<li>
		Fixed: One exploit to split rapid flowing streams when flowing vertically down
	</li>
	<li>
		Fixed: 2x1 and 1x2 paintings only half visible when there was a decor layer on the wall
	</li>
	<li>
		Fixed: Sprinting would drain less satiety when low on health
	</li>
	<li>
		Fixed: Hunger rate applied twice, causing a setting of 0.5x to be 0.25x and of 2x to be 4x
	</li>
	<li>
		Fixed: Unable to put empty bowl into barrel inventory slot
	</li>
	<li>
		Fixed: Berry bush cuttings would drop without traits when broken
	</li>
	<li>
		Fixed: Bear attack range increase wasn't properly applied
	</li>
	<li>
		Fixed: Missing carp texture error
	</li>
	<li>
		Fixed: Able to temper more often than quench
	</li>
	<li>
		Fixed: Falling coal was rendered as a big unknown block
	</li>
	<li>
		Fixed: Fishbait dupe bug
	</li>
	<li>
		Fixed: Ability to duplicate/destroy various blocks using snow shovels
	</li>
	<li>
		Fixed: Snowcovered slabs not flush with adjacent blocks
	</li>
	<li>
		Fixed: Multiple locust fixes
		<ul>
			<li>
				Tamed locust behavior all over the place. Now properly protects the owner again and does not attack neutral creatures
			</li>
			<li>
				Tamed locust Moves faster to owner when owner is too far away (had foot sliding)
			</li>
			<li>
				In snow walkspeed debuff applied twice to all locusts
			</li>
			<li>
				Fixed game crashing when right clicking a dead tamed locust
			</li>
			<li>
				Less wonky stepping on small steps. Will now use the stepping behavior instead of going vertical climb on small height differences
			</li>
		</ul>
	</li>
	<li>
		Fixed: Again broken layering of upperbody clothing on seraphs
	</li>
	<li>
		Fixed: No longer able to sell clothing in the auction house
	</li>
	<li>
		Revert "Fixed: 'Light brown' and 'weathered' wattle and daub textures were switched."
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">441</guid><pubDate>Tue, 21 Apr 2026 16:53:00 +0000</pubDate></item><item><title>1.22.0-rc.9/rc.10 and 1.21.7 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc9rc10-and-1217-fishing-mechanisms-metalworking-and-more-r442/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.9, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	The road to stable continues... full release very soon™<br />
	<br />
	<strong>[Edit:] Release retracted for now. </strong>Will fix an entity spawn spamming bug tomorrow morning and release rc10<br />
	<br />
	<strong>[Edit2:] Released rc.10 and also 1.21.7</strong>, both containing a dupe bug fix that I recommend all server owners they upgrade to. Game clients that are on 1.21.6 don't need to upgrade. rc.10 also contains another fix that caused entity spawn spamming in rc.9. Will reveal the dupe bug glitch details after server owners had some time to update their servers.<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="43921" href="//media.vintagestory.at/monthly_2026_04/image.png.0092af7220327a90430c544548b85aef.png" rel=""><img alt="image.thumb.png.702d0900ab52c4fe3c3c704b372d84c8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="43921" data-ratio="75.08" width="999" src="//media.vintagestory.at/monthly_2026_04/image.thumb.png.702d0900ab52c4fe3c3c704b372d84c8.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Nil, shared in #screenshots on Discord</span><br />
	 
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Wall mount block info text name is now set to the placed item
	</li>
	<li>
		Tweak: Bass and carp shapes and textures changed to support greater variety of fin sizes
	</li>
	<li>
		Tweak: Allow diagonal snow shovelling
	</li>
	<li>
		Tweak: When pushing lots of snow, little bits may fall off on either side
	</li>
	<li>
		Tweak: Display what clothing can fit on what mannequins in the handbook
	</li>
	<li>
		Tweak: Remove handbook grouping from clothing
	</li>
	<li>
		Tweak: Heated forge items hold initial heat for double the time they did previously (cool down slower).
	</li>
	<li>
		Tweak: Increase bear attack range again so you can't perma kite bears. Increase attack frequency on boars and wolves
	</li>
	<li>
		Tweak: Upped survival time of trapped animals from 1 day to 2 days
	</li>
	<li>
		Tweak: Can now also sell trapped animals in the auction house
	</li>
	<li>
		Tweak: Moved arctic white and silvery blue butterfly into warmer spawn zones
	</li>
	<li>
		Tweak: Restored custom spawn conditions lost in the 1.18 update
		<ul>
			<li>
				Harsh winters setting now again disables livestock spawn (deer, sheep, boars and chickens). It didn't
			</li>
			<li>
				Wolves and Bears now again are on a grace timer in new worlds. 4 hours for wolves, 1 day for bears.
			</li>
		</ul>
	</li>
	<li>
		Tweak: (minor) Wild berry bushes now show greenhouse temperature bonus
	</li>
	<li>
		Tweak: Further increased duration of auctions by 66% (3 weeks =&gt; 5 weeks)
	</li>
	<li>
		Tweak: Show adjusted mining speed in tool tip for quenched tools
	</li>
	<li>
		Fixed: Crash when using tongs to hold a hot item with no attributes
	</li>
	<li>
		Fixed: Pickled veggies would display incorrectly in cooking pot
	</li>
	<li>
		Fixed: Axles in walls properly act solid in various situations like for rooms or when blocking water or light
	</li>
	<li>
		Fixed: Server-side exception when breaking waterwheel mechanical power network with unconnected network on far side of wheel
	</li>
	<li>
		Fixed: Two issues with water wheel losing power on 2nd side
	</li>
	<li>
		Fixed: Snow shovel had only 1 durability
	</li>
	<li>
		Fixed: Ability to duplicate/destroy various blocks using snow shovels
	</li>
	<li>
		Fixed: Oddities when shovelling deep snow
	</li>
	<li>
		Fixed: Disabled solid fat causing error logs.
	</li>
	<li>
		Fixed: Snow-covered cranberries, strawberryies, and cloudberries had full-block hitboxes.
	</li>
	<li>
		Fixed: 'Nadiyan' trader hoods were not using correct textures.
	</li>
	<li>
		Fixed: Clay tile piles would show 4 tiles at a time added or removed, even if less than four were in fact added/removed.
	</li>
	<li>
		Fixed: 'Light brown' and 'weathered' wattle and daub textures were switched.
	</li>
	<li>
		Fixed: Dead fox tails went into the ground, and the body hovered above the ground a bit.
	</li>
	<li>
		Fixed: Partially worked iron blooms from before the 1.22 update would turn into random other items when completed
	</li>
	<li>
		Fixed: Butterfly related client crash
	</li>
	<li>
		Fixed: Quenching and tempering buffs where not properly applied
	</li>
	<li>
		Fixed: Propick was not buffable
	</li>
	<li>
		Fixed: Tongs could not be placed into the forge
	</li>
	<li>
		Fixed: Cleaver heads could not be covered in clay for quenching
	</li>
	<li>
		Fixed: Chisel needed hammer in offhand to be placed into the forge
	</li>
	<li>
		Fixed: Crash when going throught a TL while a empty collapsed chest is open
	</li>
	<li>
		Fixed: Should theoretically fix client side ghost item entities on laggy servers
	</li>
	<li>
		Fixed: Baskettrap trigger animation was rotated differently than the base block
	</li>
	<li>
		Fixed: Baskettrap or Crate trap animation broken when both traps were placed
	</li>
	<li>
		Fixed: Placing an iron bloom on an anvil caused its temperature to drop immediately
	</li>
	<li>
		Fixed: Command /land list would not output the correct center postions if a claim had multiple areas
	</li>
	<li>
		Fixed: When milking goats your inventory could get out of sync and remove buckets or causes getting kicked from the server.
	</li>
	<li>
		Fixed: A broken chisel sometimes returning the the players inventory with 1 or 2 durability left
	</li>
	<li>
		Fixed: Prevent game crash on invalid worldmap waypoint saved names file loading
	</li>
	<li>
		Fixed: Custom spawn condition harsh winters not correctly applied to the south hemisphere
	</li>
	<li>
		Fixed: "spawnRadius" not a circular spawn area and sometimes spawning player outside of the radius. Fixed a respawning player placed at a block edge. Mitigate spawning inside blocks.
	</li>
	<li>
		Fixed: Performance: Soil ticking twice as often than needed. Reduced single tickrate by another 30%
	</li>
	<li>
		Fixed: Able to quench tools without a chance of shattering them
	</li>
	<li>
		Fixed: "\" character in the quenching info
	</li>
	<li>
		Fixed: Water not placed in worldgen schematics
	</li>
	<li>
		Fixed: Multi drop down select not remembered the checked boxes (e.g. in the meta spawner ui). Also fixed missing translation entries in the meta spawner ui creature dropdown
	</li>
	<li>
		Fixed: Thrown bricks got destroyed on impact
	</li>
	<li>
		Fixed: Z-fighting / UV issues on some clothing
	</li>
	<li>
		Fixed: Not possible to reinforce or lock labeled chests
	</li>
	<li>
		API Tweak: Added ITagRegistry.CreateMergedTagSet to merge two tagsets into one (previously only possible on TagSetFast)
	</li>
	<li>
		API Refactor: Smithing recipes now require a 'code' to be defined. A unique identifier that must not be changed once defined. Will print a warning for 1.22 but not be used. Will be actively used once we hit 1.23.
	</li>
	<li>
		API Tweak: Allow mods to define their own tileddungeons.json file similar to other structures
	</li>
	<li>
		API Fixed: ITagSet.RegisterAndCreateTagSet() not behaving correctly
	</li>
	<li>
		API Fixed: Using a texture overlay on an entity causes a crash (thank you JantekM for describing the exact line of code to change) 
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">442</guid><pubDate>Fri, 17 Apr 2026 17:10:00 +0000</pubDate></item><item><title>1.22.0-rc.8 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc8-fishing-mechanisms-metalworking-and-more-r440/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.8, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	The road to stable continues... full release soon™<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="43760" href="//media.vintagestory.at/monthly_2026_04/8_2026-03-31_17-13-12_3.png.5e56f4414a67d4af6299c15f36a4a571.png" rel=""><img alt="8_2026-03-31_17-13-12_3.thumb.png.26d36c1b52174b2642ba162da0881be7.png" class="ipsImage ipsImage_thumbnailed" data-fileid="43760" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2026_04/8_2026-03-31_17-13-12_3.thumb.png.26d36c1b52174b2642ba162da0881be7.png" /></a><br />
	<span style="font-size:12px;">Screenshot by Sirayne, shared in #screenshots on Discord</span>
</p>

<p>
	 
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Feature: Added a backup partial command, /db backuppartial 16000 16000 16005 16005 to extract all game and player data but only some chunks. Usefull to extract a broken area for debugging.
	</li>
	<li>
		Tweak: The Theater and Deep Noble clothing set now has a rare chance to drop in ruins loot
	</li>
	<li>
		Tweak: Turned the worldmap waypoint backdrop from an outline into a shadow, which looks better on some icons
	</li>
	<li>
		Tweak: Rusted gates and doors now all drop metal scrap (some used to drop themselves).
	</li>
	<li>
		Tweak: Added a handbook guide for fishing, which more thoroughly describes how to find fish, and why you might not be catching fish. Also added links in worm handbook entries, to the worm grunting stick.
	</li>
	<li>
		Tweak: Raccoons can now fight back
	</li>
	<li>
		Tweak: Less janky wormgrunting. Fix durability desync, fix audio not stopping, grunting now ends after 5 seconds
	</li>
	<li>
		Tweak: Fine tuned grunting sound and animation. Can now also worm grunt on farmland (but the farmlands fertilty will not influence yield)
	</li>
	<li>
		Tweak: Foxes now move about 1/3 faster.
	</li>
	<li>
		Tweak: Pigs' movement speed and seeking ranges increased.
	</li>
	<li>
		Tweak: Performance: Items on the ground, not close to a player, enter a slow-updating state after 5 seconds
	</li>
	<li>
		Tweak: Performance: Further minor improvement for farmland ticking
	</li>
	<li>
		Tweak: Performance: Improve multiplayer server tick times around farmland and berry bushes
	</li>
	<li>
		Tweak: Generate gravel in some areas where it would generate no block layers and only have exposed rock (Worldgen change) 
	</li>
	<li>
		Tweak: More glow and particles on the forge when being bellowed
	</li>
	<li>
		Tweak: Added selected block class to hud debug screen
	</li>
	<li>
		Tweak: Berry bush handbook text updated to reflect recent changes regarding soil fertility mechanics.
	</li>
	<li>
		Tweak: Command /genbackup backup.vcdbs will now delete the prior backup file before a backup is started to ensure a proper backup is made
	</li>
	<li>
		Tweak: /wgen regen now also reloads blocklayers.json
	</li>
	<li>
		Tweak: Added contaminated coal item model and tweaked texture
	</li>
	<li>
		Tweak: SFX &amp; GFX fine tuning
		<ul>
			<li>
				Tweak: Rainfall particles buff: +5% opacity, +20% rain particles, +300% raindrop splash particles, +30% rain particle size
			</li>
			<li>
				Fixed: Dead shivers no longer keep mouth idle animation running
			</li>
			<li>
				Tweak: Replaced placeholder fishing rod swish
			</li>
			<li>
				Tweaked hats to show more hair.
			</li>
			<li>
				Fixed small issues on Theater hats
			</li>
			<li>
				Fixed: Some hoods were hiding hats
			</li>
		</ul>
	</li>
	<li>
		Fixed: All pigs would only be protective around gray boar piglets, even if not that species. Pigs also would only attack if in aggressiveondamage emotion state, resulting in charging the player and then running away. They now will attack whenever in close range.
	</li>
	<li>
		Fixed: Replaced many big lanterns with the new small ones in generated structures
	</li>
	<li>
		Fixed: Replaced old berry bushes in story locations
	</li>
	<li>
		Fixed: Placing snow shovel on ground locks movement speed to 60%
	</li>
	<li>
		Fixed: Worldmap: Only the first 36 waypoint icons were displaying the correct icon
	</li>
	<li>
		Fixed: Spawning of animals during world generation would use the wrong temperature
	</li>
	<li>
		Fixed: Imposter bellows cacti. Caused cacti to generate on water and not stack
	</li>
	<li>
		Fixed: Texture overlays didn't work for attached items
	</li>
	<li>
		Fixed: Aged and very aged cabinets were not available in creative inventory
	</li>
	<li>
		Fixed: Sheep logging errors with regard to a 'look' animation they did not have
	</li>
	<li>
		Fixed: Rawhide mantle related errors in the loot randomizer
	</li>
	<li>
		Fixed: Fishing pole tool rack transform position was excessively high
	</li>
	<li>
		Fixed: Wanderer belt and sturdy backpack would cause texture problems when worn together
	</li>
	<li>
		Fixed: Small bellows leather textures had some mis-match near the nozzle.
	</li>
	<li>
		Fixed: Unable to catch juvenile fish due to fishing pole not recognizing bait
	</li>
	<li>
		Fixed: Berry bush cuttings would say "trait-" when they had no traits
	</li>
	<li>
		Fixed: Help command logged an error when asked about wgen structures spawn
	</li>
	<li>
		Fixed: Chiseled block combine in the crafting grid at the entire stack of chiseled blocks
	</li>
	<li>
		Fixed: Should fix rare lockup of chunkdbthread when attempting to suspend server for autosave [details: de-link thread paused state from worldgen threads paused state]
	</li>
	<li>
		Fixed: Prevent NRE in /debug chunk here command when chunk is not loaded
	</li>
	<li>
		Fixed: Farmland not updating moisture levels on the interim days while fast-forwarding when chunk-loading
	</li>
	<li>
		Fixed: Server crashing for unhandled exceptions
	</li>
	<li>
		Fixed: Should fix kicked from server when interacting with the fishinpole in some way
	</li>
	<li>
		Fixed: Should fix geting kicked when using /group kick command
	</li>
	<li>
		Fixed: Error log when many players connect and once and some get disconnected during that very early
	</li>
	<li>
		Fixed: Should fix getting kicked when interacting with liquids
	</li>
	<li>
		Fixed: Should fix server side error log with berry bush
	</li>
	<li>
		Fixed: Mitigate game calendar client&lt;=&gt;server desync issue by sending more calendar syncs to clients. Should reduce oddities with time sensitive actions, such as hot ingots on a forge
	</li>
	<li>
		Fixed: Should fix wildly jumping forge contents at random
	</li>
	<li>
		Fixed: Multiple issues with the fishing bobber and fishing line. Ghost bobbers should no longer be a thing. Ghost rope should no longer happen. The fishing line will now rip if too far away from the bobber.
	</li>
	<li>
		Fixed: Entity box searching with e[] selector not working since rc7
	</li>
	<li>
		Fixed: Should fix rare crash when loading in mehcanical power networks
	</li>
	<li>
		Fixed: Cloudberry hitbox too large
	</li>
	<li>
		Fixed: Fundamental breakage with the entity spawner
	</li>
	<li>
		Fixed: Properly remove players from the map tracking system even when their game crashes
	</li>
	<li>
		Fixed: Sheep would use the wrong name when being listed in troughs
	</li>
	<li>
		API Tweak: Prevent exceptions in Mod events in Server/ClientEventAPI Server/ClientEventManger canceling any further event processing
	</li>
	<li>
		API Tweak: The looked at block class is now displayed on the hud debug screen
	</li>
	<li>
		API Tweak: Can now run "/wgen region animal" to export animal spawn maps of the current region. Also prints out current animal=&gt;map association to the log file.
	</li>
	<li>
		API Fixed: Some mechanical power blocks not having the right texture
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">440</guid><pubDate>Sat, 11 Apr 2026 08:38:00 +0000</pubDate></item><item><title>1.22.0-rc.7 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc7-fishing-mechanisms-metalworking-and-more-r439/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.7, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	The road to stable continues... full release soon™<br />
	 
</p>

<p>
	<img alt="image.png.6f76921e235e4a133eb5a433c39e4198.png" class="ipsImage ipsImage_thumbnailed" data-fileid="43564" data-ratio="75.08" width="999" src="//media.vintagestory.at/monthly_2026_04/image.png.6f76921e235e4a133eb5a433c39e4198.png" /><br />
	<span style="font-size:12px;">Greenhouse by enn, shared in #screenshots on Discord</span>
</p>

<p>
	<br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Feature: Added raspberry, blackberry, and cloudberry plants. Blackberry and raspberry plants have a walkspeed reduction
	</li>
	<li>
		Tweak: Added command "<em>/announcenear [range] [message]</em>" to send an announcement in given block range only
	</li>
	<li>
		Tweak: Tailor buff: increased Mender trait durability bonus from 10% to 25%
	</li>
	<li>
		Tweak: Better keyboard support for dropdown menus (can now use Up/Down/Home/End keys for selection or hovered index when expanded)
	</li>
	<li>
		Tweak: Log additional information when the server is unable to save
	</li>
	<li>
		Tweak: Retry autosave every 2000ms instead of every 500ms to still let through some server ticks. Resume the server on failed autosave
	</li>
	<li>
		Fixed: Many z-fighting, clipping and texture issues in the new clothing 
	</li>
	<li>
		Fixed: Crocks sealed in ground storage would not properly update model
	</li>
	<li>
		Fixed: Output stack in all recipe types except GridRecipe didn't retain attributes on client-side
	</li>
	<li>
		Fixed: Crash when breaking rubble using the prospecting pick
	</li>
	<li>
		Fixed: Artisan trader was selling complete tile blocks, now sells the individual tile items
	</li>
	<li>
		Fixed: When buying an elk in winter, the snow could prevent elks from spawning
	</li>
	<li>
		Fixed: Should fix rare trader crashes when buying more than 1 stack (e.g. plaster from Building Materials trader) Github #8878
	</li>
	<li>
		Fixed: Crash to desktop if re-clicking certain tabs in Customize World screen. Github #6908
	</li>
	<li>
		Fixed: Rare WindPattern SimplexNoiseOctave exceptions
	</li>
	<li>
		Fixed: Rare server lock-ups relating to internal chunkdata locks
	</li>
	<li>
		Fixed: Rare crash when animating pouring from a container
	</li>
	<li>
		Fixed: "<em>/tp Tyron e[id=140]</em>" not working
	</li>
	<li>
		Fixed: Single pixel inaccuracies when clipping oversized items in GUI and in the item hover info element
	</li>
	<li>
		Fixed: When against a wall in third-party view then opening a chest, player would be able to interact with blocks through a wall
	</li>
	<li>
		Fixed: Forge workitem temperature desync between server and client
	</li>
	<li>
		Fixed: Hot coals flicker when adding/removing ingots
	</li>
	<li>
		Fixed: Hitboxes of piles of items were off by 1 layer on the server side
	</li>
	<li>
		Fixed: Raccoon sometimes stuck on endless eat animation
	</li>
	<li>
		Fixed: Game crashing when bulk grabbing items from a pile of items with a basket on top
	</li>
	<li>
		API Tweak: Clutter blocks can now define custom drops and a custom block material
	</li>
	<li>
		API Tweak: Added collectible attribute "inCrateShape" for custom in-crate shapes
	</li>
	<li>
		API Tweak: RecipeLoader load methods made public for use in mods, they remain static though.
	</li>
	<li>
		API Tweak: Further JSON documentations by Dana
	</li>
	<li>
		API Fixed: "inBarrelShape" attribute not working as intended
	</li>
	<li>
		API Fixed: Accidentally changed how the milk type was loaded from JSON for milking behavior
	</li>
	<li>
		1.22 related changes
		<ul>
			<li>
				Tweak: Worm grunting nerfs: Spawn rate goes down when the temperature is below 10°C, decreasing all the way to zero spawn rate when below 0°C. Reduced maximum amount a location can yield
			</li>
			<li>
				Tweak: New 1.22 extra glow near a held or dropped light source is now no longer visible during daylight
			</li>
			<li>
				Tweak: Held and planted berry bush cuttings now also display their traits
			</li>
			<li>
				Tweak: Switched body slot for rawhide mantle and rawhide tunic
			</li>
			<li>
				Fixed: Bellows was not mentioned in any handbook guides, and had no explanatory text in its handbook entry.
			</li>
			<li>
				Fixed: Crash when picking up some items with tongs
			</li>
			<li>
				Fixed: Kicked from server when harvesting berry bushes with a knife
			</li>
			<li>
				Fixed: Crash when riding elk in multiplayer
			</li>
			<li>
				Fixed: Spelling in handbook: propogate -&gt; propagate
			</li>
			<li>
				Fixed: Adjusted warmth values for new clothing
			</li>
			<li>
				Fixed: Aprons had the wrong color
			</li>
			<li>
				Fixed: A couple of missing translation entries
			</li>
			<li>
				Fixed: Placing a cabinet caused other nearby players to crash, in -rc.6
			</li>
			<li>
				Fixed: Aged and veryaged cabinets were missing textures
			</li>
			<li>
				Fixed: Fishing pole eats a stack of bait (Github #8887)
			</li>
			<li>
				Fixed: Water not always spreading horizontally along channels with half-slabs forming sides
			</li>
			<li>
				Fixed: Rapid flowing water continuously oscillating between two different routes
			</li>
			<li>
				Fixed: Rapid flowing water minor issues (eg. a block could be left behind if it doubled-back on itself)
			</li>
			<li>
				Fixed: Worm grunting stick not placeable solo
			</li>
			<li>
				Fixed: Another case of the snow shovel deleting blocks
			</li>
			<li>
				Fixed: Fertilized berry bushes produced upgraded soil that can be harvested
			</li>
		</ul>
	</li>
</ul>
]]></description><guid isPermaLink="false">439</guid><pubDate>Fri, 03 Apr 2026 14:06:00 +0000</pubDate></item><item><title>1.22.0-rc.6 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc6-fishing-mechanisms-metalworking-and-more-r438/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.6, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	The recently relaunched official public server (TOPS) is now running smoothly, thanks to Andrew from <a href="https://www.bisecthosting.com/" rel="external nofollow">BisectHosting</a>. Big shout out to them for jumping to the challenge and helping us out quickly and unbureaucratically.<br />
	<br />
	The road to stable continues....<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="//media.vintagestory.at/monthly_2026_03/2026-03-27_20-15-14.jpg.e8ee807cf31c14b35f05e137a76a1e37.jpg" data-fileid="43318" data-fileext="jpg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="43318" data-ratio="56.30" width="1000" alt="2026-03-27_20-15-14.thumb.jpg.f9082351232cd67151bfe2e6469015c5.jpg" src="//media.vintagestory.at/monthly_2026_03/2026-03-27_20-15-14.thumb.jpg.f9082351232cd67151bfe2e6469015c5.jpg" /></a><br />
	<span style="font-size:12px;">Screenshot by ZerSchitzler, shared in #screenshots on Discord</span>
</p>

<p>
	 
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Feature: Begin adding more blocks in preparation for more dynamic dungeon pieces - aged banners, contaminated iron clutter, contaminated coal, ruined bloomery pieces
	</li>
	<li>
		Feature: Fish can now be cooked whole, which takes less time than cooking fillets individually. Whole cooked fish cannot, however, be used in the cooking pot, nor can they be divided into fillets after cooking.
	</li>
	<li>
		Tweak: Performance: Reduced startup times during asset loading, 26s to 7s with some modpacks. Contributed by tehtelev with adjustments by radfast
	</li>
	<li>
		Tweak: Performance: Reduce unnecessary arrays created for Block Interaction Help
	</li>
	<li>
		Tweak: Performance: Minor server boost in many areas: reduce unneeded array initialization
	</li>
	<li>
		Tweak: Crushed items and flour items now use a solid texture, rather than one that is mostly transparent, thus allowing the solid texture to be used in containers. As a result the crushed and flour models have also changed, and have more polys. All crushed items also now use the 'normal' model
	</li>
	<li>
		Tweak: The container (barrel and crate) shape UVs have been adjusted to be centered within the texture, rather than in a corner
	</li>
	<li>
		Tweak: Many more items and blocks will now show textures in a crates and barrels (mostly crates)
	</li>
	<li>
		Fixed: Should fix getting kicked from a server breaking some repairable clutter blocks
	</li>
	<li>
		Fixed: Z-fighting on large ruined crate
	</li>
	<li>
		Fixed: The warmth values of rawhide mantle and tunic were reversed. Also the rawhide mantle was not worn in the right layer (now worn in upperbodyover).
	</li>
	<li>
		Fixed: Armor stands were missing localizations for their wear locations (as seen in the HUD)
	</li>
	<li>
		Fixed: Aged thatch roof tips had unnaturally dark faces
	</li>
	<li>
		Fixed: On Vintagehosting Dashboard &gt; World Settings when changing the playstyle the default playstyle values where not update
	</li>
	<li>
		Fixed: When creating a Singleplayer world and after click apply on world settings and then changing the playstyle would not apply the default playstyle values
	</li>
	<li>
		Fixed: Milking an animal would not always give you fresh milk
	</li>
	<li>
		Fixed: Berry bush cutting had collision boxes
	</li>
	<li>
		Fixed: Crash when opening the World Settings screen on the Vintagehosting Dashboard
	</li>
	<li>
		Fixed: On Vintagehosting Dashboard &gt; World Settings when changing the playstyle the default playstyle values where not update
	</li>
	<li>
		Fixed: When creating a Singleplayer world and after click apply on world settings and then changing the playstyle would not apply the default playstyle values
	</li>
	<li>
		Fixed: When spilling liquids on the ground on larger servers (low server tick rate) it may have spawned water source blocks in your inventory
	</li>
	<li>
		Fixed: Quenching buffs on some tools applied multiple times during crafting
	</li>
	<li>
		API Tweak: Ground processing can now specify a sound to play upon completion, whether or not to transfer the freshness, and surfaces that are valid for the interaction
	</li>
	<li>
		1.22 related changes
		<ul>
			<li>
				Tweak: Item clutter is now cabinet-place-able, if appropriate size
			</li>
			<li>
				Tweak: Berry bushes can also be planted on low fertility soil
			</li>
			<li>
				Tweak: Show the number of days left on berry bushes for certain stages
			</li>
			<li>
				Tweak: Berry bushes now require sunlight to grow and will take a penalty from being grown underground
			</li>
			<li>
				Tweak: Young berry bushes can no longer mature when it's too cold for their mature variant to grow fruit
			</li>
			<li>
				Fixed: In 1.22-rc.5, recipes with tools were not consuming the tool durability at all
			</li>
			<li>
				Fixed: When you crash during snow shoveling, you would be stuck with a -40% walkspeed reduction and when you reconnect and try to use the snow shovel again you would be kicked
			</li>
			<li>
				Fixed: Crash when opening the World Settings screen on the Vintagehosting Dashboard
			</li>
			<li>
				Fixed: Mannequins did not accept arm wearables
			</li>
			<li>
				Fixed: Rawhide tunic returned pelts rather than raw hides when using large and huge hides
			</li>
			<li>
				Fixed: New clothing sets 'centurion' and 'popinjay' had texture conflicts between footwear and waist wearables
			</li>
			<li>
				Fixed: Berry bush cuttings would always take exactly 2 months to grow instead of using the full range of 2 to 4 months
			</li>
			<li>
				Fixed: Occasionally planting and growing berry bush cuttings would result in your berry bush displaying `trait-` on the traits line unintentionally
			</li>
			<li>
				Fixed: Avoid crash in EntityItemRenderer
			</li>
			<li>
				Fixed: Multiplayer server may lockup during temporal storms [thanks to th3dilli]
			</li>
			<li>
				Fixed: In grid crafting, tool-based recipes (eg. Improvised wooden armor) could show less than full durability for the output item, on the client side
			</li>
			<li>
				Fixed: Theater randomizer properly localized
			</li>
			<li>
				Fixed: Ruined clay lamps had bad collision boxes
			</li>
			<li>
				Fixed: Raw fish transfer their freshness when filleted
			</li>
			<li>
				Fixed: Missing language strings for berry bush cuttings covered in snow
			</li>
			<li>
				Tweak: Added neck hole to pillory
			</li>
			<li>
				API Fixed: Ground processing will now only process one item at a time instead of an entire stack
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">438</guid><pubDate>Sat, 28 Mar 2026 06:15:00 +0000</pubDate></item><item><title>1.22.0-rc.5 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc5-fishing-mechanisms-metalworking-and-more-r437/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.5, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	We're working nearly non-stop since the TOPS re-launch in order to get the game running smoothly. The work continues with this release...<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="43196" href="//media.vintagestory.at/monthly_2026_03/2026-03-21_18-11-13.png.9ddd01026ecd632c1c21c34155ddacd4.png" rel=""><img alt="2026-03-21_18-11-13.thumb.png.d507e6662f9c3ddeb9c9b1465a380016.png" class="ipsImage ipsImage_thumbnailed" data-fileid="43196" data-ratio="39.80" width="1000" src="//media.vintagestory.at/monthly_2026_03/2026-03-21_18-11-13.thumb.png.d507e6662f9c3ddeb9c9b1465a380016.png" /></a><br />
	<span style="font-size:12px;">Screenshot by TylerSantaFe, shared on discord #screenshots</span>
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Performance: Minor improvements to server TPS on large multiplayer servers (TOPS)
	</li>
	<li>
		Tweak: Performance: Game freezing when many blocks started falling
	</li>
	<li>
		Tweak: For Server owners: A quick little solution to tell apart your server staff - "<em>/player [playername] privilege grant staffentitlement</em>" will give you a cyan colored <span style="color:#1abc9c;">[Staff]</span> prefix
	</li>
	<li>
		Tweak: Simple AFK kick timer for game servers (enable via <em>/sc afkkickseconds</em>  and <em>/sc afkwarnseconds</em>)
	</li>
	<li>
		Tweak: Added <em>/sc timeoutkickseconds</em>
	</li>
	<li>
		Tweak: Bear seeking ranges reduced. Bear attack ranges are now shorter and different for different sizes of bear
	</li>
	<li>
		Tweak: Reduced meat and bone drops for some fish (many of the smaller fish that previously yielded a bone will now yield none)
	</li>
	<li>
		Tweak: Dough stink bait is now a separate bait type from other meat-based stink baits. Output of stink bait cooking recipe reduced, and red meat and poultry will produce more stink bait than dough or other meats.
	</li>
	<li>
		Tweak: Theater arm clothing fully implemented.
	</li>
	<li>
		Tweak: Shelf displayable attributes added/improved for ceramic bowls, pots, crocks, ingot molds, oil lamps, nails and strips, poultices, and bandages, including stacking where appropriate. Also added shelf displayable attributes for crucibles, flower pots, and jugs, even though they do not fit on the current cabinet shelving
	</li>
	<li>
		Tweak: The server <em>/stats</em> commands now no longer includes connecting players in the current player count
	</li>
	<li>
		Fixed: Should fix rare Support beam errors causing player disconnection; and fixes Support Beams sometimes placing incorrectly/invisibly or with ? textures  <span style="font-size:14px;">[existing beams with ? textures can be removed using the Crowbar tool]</span>
	</li>
	<li>
		Fixed: Logged errors when a Worm Grunter stick reaches zero durability
	</li>
	<li>
		Fixed: Error log spam from hidden clothing parts when wearing armor
	</li>
	<li>
		Fixed: Crash when trading and buy and sell amount are equal: would cause no money to be transferred
	</li>
	<li>
		Fixed: Game crash caused by gnats
	</li>
	<li>
		Fixed: Game crash caused by ground storage
	</li>
	<li>
		Fixed: Prevent server crash on exception in BehaviorBodyTemperature and log additional information
	</li>
	<li>
		Fixed: Stones thrown straight up getting stuck mid-air
	</li>
	<li>
		Fixed: Bowl water splash particles not colored correctly
	</li>
	<li>
		Fixed: Ambient slider in settings not working when settings are not expanded
	</li>
	<li>
		Fixed: Seraph 'grin' face and 'kind' face swapped
	</li>
	<li>
		Fixed: Berry bushes will properly randomize their appearance
	</li>
	<li>
		Fixed: Dropped items forever rotating even when colliding with the ground
	</li>
	<li>
		Fixed: Some small fish would appear to leave behind bones when ground processed, but when picked up no bone would appear in inventory
	</li>
	<li>
		Fixed: Iron blooms did not always have enough metal voxels to make a full ingot
	</li>
	<li>
		Fixed: Prevent exploit where 2 small water wheels can be placed overlapping in the same stream
	</li>
	<li>
		Fixed: Animals still able to multiply with dead males nearby
	</li>
	<li>
		Fixed: Psychedelic mushrooms would not properly get you high when used in a meal
	</li>
	<li>
		Fixed: Various berry bush fixes
		<ul>
			<li>
				Berry bushes would not properly save and load the amount of time it took to transition to the next stage of growth
			</li>
			<li>
				Wild berry bushes would incorrectly pretend to be young when spawned
			</li>
			<li>
				Grown berry bushes would not have a young stage
			</li>
			<li>
				Young berry bushes would not use the proper graphics
			</li>
			<li>
				Thin skinned and thick skinned berry bush traits were accidentally swapped
			</li>
			<li>
				Berry bushes would not properly pause their growth when below or above the pausing growth temperatures
			</li>
		</ul>
	</li>
	<li>
		Fixed: Farmland would not recover while growing, instead recovering when the crop was ripe
	</li>
	<li>
		Fixed: Rollers place inconsistently based on player's orientation 
	</li>
	<li>
		Fixed: The clayforming gui still said bowls could be made into lamps, and had no descriptions for tiles or lamp bodies.
	</li>
	<li>
		Fixed: Raw and fired-but-empty lamp bodies showed the wick.
	</li>
	<li>
		Fixed: Non-ruined metal gates were not dropping themselves when broken.
	</li>
	<li>
		Fixed: Sturdy backpack buckles would sometimes have texture conflicts with necklaces.
	</li>
	<li>
		Fixed: Rotten, very rotten, and very aged support beams had grid recipes, despite dropping nothing when broken (they are not meant to be obtainable).
	</li>
	<li>
		Fixed: Game showed a confusing error when certain files were missing. Now explains that it needs a re-install
	</li>
	<li>
		Fixed: Various multiplayer server fixes
		<ul>
			<li>
				Fixed: Able to queue up in the player join queue multiple times
			</li>
			<li>
				Fixed: Overloaded server sometimes adding duplicates of same player to the connection queue
			</li>
			<li>
				Fixed: Made file logging threadsafe. Might fix garbage data written to logs on large servers
			</li>
			<li>
				Fixed: Crash when starting a standalone server after removing certain roles from <em>serverconfig.json</em>
			</li>
			<li>
				Fixed: A large connection queue affected how many players can join
			</li>
			<li>
				Fixed: The connection queue only processing when a player leaves
			</li>
			<li>
				Fixed: The ModIdWhitelist did not work properly for some mods
			</li>
			<li>
				Fixed: Wonky <em>/list clients</em> output. Now prints *all* clients sorted by connection state
			</li>
		</ul>
	</li>
	<li>
		API Fixed: Psychedelic properties of food were not synched from server to client
	</li>
	<li>
		API Fixed: FoodNutritionProperties.SaturationLossDelay was unused
	</li>
</ul>
]]></description><guid isPermaLink="false">437</guid><pubDate>Tue, 24 Mar 2026 19:43:43 +0000</pubDate></item><item><title>1.22.0-rc.4 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc4-fishing-mechanisms-metalworking-and-more-r436/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.4, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	The road to stable continues. #2
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="43074" href="//media.vintagestory.at/monthly_2026_03/2026-03-20_00-38-00.png.b19626ebb2da33399ff65a849f5f4814.png" rel=""><img alt="2026-03-20_00-38-00.thumb.png.ee15e5eb92e287723f4d9d7758f5c8c4.png" class="ipsImage ipsImage_thumbnailed" data-fileid="43074" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2026_03/2026-03-20_00-38-00.thumb.png.ee15e5eb92e287723f4d9d7758f5c8c4.png" /></a><br />
	<span style="font-size:12px;">Build by Galejro, shared on discord in #screenshots</span><br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Cockerels crow even more often than roosters. They're so excited to show off their new voice!
	</li>
	<li>
		Fixed: Missing texture for pressed olive mash in small trough
	</li>
	<li>
		Fixed: When pouring liquid into different containers the transition time would not properly average
	</li>
	<li>
		Fixed: Always return pulverizer input item if caps are too weak to crush it
	</li>
	<li>
		Fixed: Reindeer herder collared shirt had incorrect warmth
	</li>
	<li>
		Fixed: Hens running threateningly towards player when injured
	</li>
	<li>
		Fixed: Rare chance for a rooster to lay an egg
	</li>
	<li>
		API Tweak: Farming growth rate temperature penalties are now defined in JSON config
	</li>
	<li>
		API Fixed: The storystructures.json skipGenerationCategories were not properly enforced for type structure,cave,pond,creatures. Further the radius check for skipGenerationCategories was not correct, now radius 0 means only inside the structure's cuboid size and if it is greater than 0 it will enforce that radius regardless of the cuboid. This was broken since 1.22-pre.1
	</li>
	<li>
		1.22 related changes
		<ul>
			<li>
				Tweak: <strong>Bait exclusive biting.</strong> Worms will now only catch small-to-medium size fish.  Larger fish will generally require stink baits, meat, or fish
			</li>
			<li>
				Tweak: Raw meats and small fish are now valid bait types
			</li>
			<li>
				Tweak: Thrown bricks no longer get destroyed on impact
			</li>
			<li>
				Tweak: Water wheels now only accept stronger wood types
			</li>
			<li>
				Fixed: Water wheels would allow attempts to use non-wood support beams, causing crashes
			</li>
			<li>
				Fixed: Male and female traders now have a full list of names to draw from
			</li>
			<li>
				Fixed: Rifts not working client side since 1.22.0-pre.1
			</li>
			<li>
				Fixed: Crowbar leaving behind invisible block when last beam was removed
			</li>
			<li>
				Fixed: Sailboat not launching after construction
			</li>
			<li>
				Fixed: Strange additional grid recipes on cabinet doors
			</li>
			<li>
				Fixed: Cabinet dupe bug
			</li>
			<li>
				Fixed: Server-side exception when releasing a dead animal from a reed chest
			</li>
			<li>
				Fixed: When breaking the block below a berry bush it would error and not remove the berry bush properly
			</li>
			<li>
				Fixed: Harvesting berry bushes wouldn't play harvesting sound
			</li>
			<li>
				Fixed: Added missing olive mash trough texture
			</li>
			<li>
				Fixed: When the large windmill was obstructed it dropped the wrong kind of sails
			</li>
		</ul>
	</li>
</ul>
]]></description><guid isPermaLink="false">436</guid><pubDate>Fri, 20 Mar 2026 11:14:00 +0000</pubDate></item><item><title>1.22.0-rc.3 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc3-fishing-mechanisms-metalworking-and-more-r435/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.3, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	The road to stable continues.<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="42945" href="//media.vintagestory.at/monthly_2026_03/cabinet.png.97bd5fb289b1f6a9949611b16e19edfc.png" rel=""><img alt="cabinet.thumb.png.b15b6ba93880a98a39a52dce511c124c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="42945" data-ratio="85.25" style="width:800px;height:auto;" width="880" src="//media.vintagestory.at/monthly_2026_03/cabinet.thumb.png.b15b6ba93880a98a39a52dce511c124c.png" /></a>
</p>

<p>
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Added checkbox to turn off auto suggestion of saved waypoint names
	</li>
	<li>
		Tweak: Fruit show which fruit tree they are harvested from in handbook
	</li>
	<li>
		Tweak: Chain, scale, lamellae, ingots, rods, and bosses are now stackable in cabinets
	</li>
	<li>
		Tweak: When riding elk at the slowest speed with a snaffle bit, tapping S while still holding W will stop you briefly
	</li>
	<li>
		Tweak: Grass-covered blocks also spawn some dirt particles depending on grass coverage level
	</li>
	<li>
		Fixed: Grass covered soil blocks sometimes creating half-transparent particles
	</li>
	<li>
		Fixed: ModDB Error: Bad Request when connecting to a server with multiple missing mods.
	</li>
	<li>
		Fixed: Treasure hunters no longer selling treasure maps in old chunks (1.20 and before)
	</li>
	<li>
		Fixed: Chiseled glass not playing rain ambient sound
	</li>
	<li>
		Fixed: Mechanical part piles took almost no time to break
	</li>
	<li>
		Fixed: Able to use up a temporal gear to set a spawn even when temporal gear spawns are set to 0
	</li>
	<li>
		Fixed: Properly reset spawn if RemainingUses is 0 when set
	</li>
	<li>
		API Fixed: JSON patches that target a property with an integer as part of the path would fail. Github #4932
	</li>
	<li>
		API Fixed: Allow inFirepitProps to be explicitly set to null in JSON
	</li>
	<li>
		API Fixed: When calculating mounted rider render position, also take player scale into account
	</li>
	<li>
		1.22 related changes
		<ul>
			<li>
				Tweak: Cabinet doors can now be removed with a wrench + Ctrl key + right click
			</li>
			<li>
				Tweak: Berry bush now tells when the next cutting can be taken
			</li>
			<li>
				Tweak: Berry bush traits are now colored (red=bad, green=good).
			</li>
			<li>
				Tweak: No longer downgrade soil when berry bush cuttings grow
			</li>
			<li>
				Tweak: Fur-lined vest moved from upperbody slot (shirts) to upperbodyover slot (coats).
			</li>
			<li>
				Tweak: Fishing rebalancing
				<ul>
					<li>
						Reduced max fish per location from 15 to 12
					</li>
					<li>
						Increased minimum "general fish frequency" from 0% to 20%.
					</li>
					<li>
						Can now exchange bait on the fishing pole. In the next update some fish will only bite with certain bait
					</li>
					<li>
						Fixed current bait not shown in the fishing pole item info while fishing
					</li>
				</ul>
			</li>
			<li>
				<strong>Fixed: Several issues with grid-crafting in 1.22.0-rc.1 and -rc.2:</strong>
				<ul>
					<li>
						Fixed grid recipe outputs sometimes invisible (especially when dragging a stack)
					</li>
					<li>
						Fixed several oddities and wrong quantities when grid crafting shapeless recipes such as Trunk or opened Crate
					</li>
					<li>
						Fixed multiple recipe tags not properly matching in some cases
					</li>
				</ul>
			</li>
			<li>
				Fixed: Crash when placing Helve hammer head on the ground
			</li>
			<li>
				Fixed: Cabinet shelf model volumes adjusted to more closely match the actual model
			</li>
			<li>
				Fixed: Cabinet shelf volumes were not all the way at the back, and their names all gave the height as 5, despite that many in fact had space for 6 high
			</li>
			<li>
				Fixed: Upgrading very old worlds (1.18 / 1.19) could lead to spawning of rivulets, hot springs and some other worldgen features too close to the Resonance Archives
			</li>
			<li>
				Fixed: Dungeons would not regenerate using /wgen regen
			</li>
			<li>
				Fixed: Entities like armor stands would not be placed properly in dungeons
			</li>
			<li>
				Fixed: Other players would sometimes not properly update on map until you got close to them
			</li>
			<li>
				Fixed: Player markers would not disappear from the map when players logged out of the game
			</li>
			<li>
				Fixed: Player would sometimes not appear on the map even for themselves
			</li>
			<li>
				Fixed: Shad and chub fish were not quad-placeable for filleting
			</li>
			<li>
				Fixed: Ceramic tiles, cooking pot, and oil lamp textures were swapped, and so not matching their sets well
			</li>
			<li>
				Fixed: Ripe berry bushes would not drop the berries if broken rather than harvested
			</li>
			<li>
				Fixed: Berry bushes show what kind of fruit they drop when harvested in handbook again
			</li>
			<li>
				Fixed: Crash in berry bush code with certain wild berry bushes
			</li>
			<li>
				Fixed: New berry bush breaking texture did not work, which caused client side log spam
			</li>
			<li>
				API Fixed: On mounts with more than two forward gaits, you could not slow down without completely stopping (bug introduced in 1.22)
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">435</guid><pubDate>Wed, 18 Mar 2026 09:24:00 +0000</pubDate></item><item><title>1.22.0-rc.2 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc2-fishing-mechanisms-metalworking-and-more-r434/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.2, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	This update fixes the most egregious bugs with the rc.1 release. While adding an unintended(!) new bug: in grid crafting, when spreading items between grid slots by dragging a stack, some recipe outputs will currently be invisible (but if the player clicks those items into the grid or takes the invisible item from the slot, the correct item has in fact been crafted) - we'll get this fixed for rc.3 ...
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Fruiting bush cuttings now decay to a stick at only a 25% chance, rather than 100% chance.
	</li>
	<li>
		Tweak: Performance - eliminate client-side block lag when placing/breaking blocks at large view distances while distant parts of world still loading
	</li>
	<li>
		Fixed: Ongoing trader accessory cleanup, normalized element names across Villager hairstyle models
	</li>
	<li>
		Fixed: Several freshwater fish were missing a 'run' animations.
	</li>
	<li>
		Fixed: Hunter backpack was not centered on the seraph's back when worn.
	</li>
	<li>
		Fixed: The Server Dashboard would not show the seed anymore after a client restart
	</li>
	<li>
		Fixed: Dungeons where not properly disabled in Homo Sapiens mode
	</li>
	<li>
		Fixed: Unable to step up onto trapdoors in front of trader houses
	</li>
	<li>
		Fixed: Treasure hunter trader would give the same dialogue options as other traders
	</li>
	<li>
		Fixed: Add proper name for fish pies
	</li>
	<li>
		Fixed: Trading window would sometimes have too wide of a title bar
	</li>
	<li>
		Fixed: Trader dialog window showed the wrong title
	</li>
	<li>
		Fixed: Raccoons will once again harvest berries
	</li>
	<li>
		Fixed: Foraging bonus applies to wild berry bushes
	</li>
	<li>
		Fixed: Berry bushes will properly update the time needed to grow when changing state
	</li>
	<li>
		Fixed: Berry bush "Health state:" and "Growth state" can be properly localized
	</li>
	<li>
		Fixed: In handbook, armor items would crash the game in 1.22.0-rc.1
	</li>
	<li>
		Fixed: Bad corruption to chunks in worlds first created in game version 1.20 or earlier, when loaded in 1.22.0-rc.1
	</li>
	<li>
		Fixed: Crash when attempting to sit on a raft
	</li>
	<li>
		Fixed: Crash when players get too far away from each other in multiplayer
	</li>
	<li>
		Fixed: Error in log when players leave in multiplayer
	</li>
	<li>
		Fixed: Linux install script now properly checks for net 10
	</li>
	<li>
		Fixed: Hay block not craftable, in 1.22.0-rc.1  [due to overlap with grass shirt recipe]
	</li>
	<li>
		API Feature: Add IBellowsAirReceiver to allow mods to attach the bellows to things other than the forge - thanks to funions123
	</li>
	<li>
		API Fixed: Properly load all values of berry bushes the way you'd expect and add more defaults
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">434</guid><pubDate>Tue, 10 Mar 2026 07:00:42 +0000</pubDate></item><item><title>1.22.0-rc.1 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-rc1-fishing-mechanisms-metalworking-and-more-r433/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-rc.1, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	In this update we focused on cramming as much new content into one update as we possibly could. Reminder - the "rc" in the version number stands for "release candidate" which means our team's focus will now shift to bugfixing and game balancing until stable. Expect some level of jankiness still. Rivers and Sawmills did not make it in time for 1.22 unfortunately (they are still in progress) but even without these, this update is possibly the largest we ever made in terms of game content. Enjoy!<br />
	<br />
	Special thanks to community members devpikachu, sneezerstein, jayu, urm, Remilia (@Lazula on github) and tehtelev for contributing code to the 1.22 update
</p>

<p>
	<strong>Can I start playing 1.22 now?</strong><br />
	<s>We are decently confident that your old worlds will not break</s>. <strong>Please wait with upgrading your old worlds to 1.22</strong> until we fixed newly introduced worldgen issues. Even so, we highly recommend making a backup copy of your 1.21 worlds before upgrading the game to 1.22. If you want to be on the safe side, wait until 1.22.0 stable. And if you tried out our earlier pre-releases, continuing a 1.22.0-pre world is <strong>not</strong> recommended.<br />
	<br />
	<strong>v1.22 still unfinished / known issues</strong><br />
	The large bellows cannot yet be powered through the mechanical power system. There are z-fighting and clipping issues with the new clothing for the seraph and trader. Some of the trader clothing combinations are too random. The new dynamic dungeons will not drop when broken and some parts are unfinished. Various other minor issues.
</p>

<p>
	<strong>Screenshots of new additions since pre.1</strong><br />
	<br />
	Added the first iteration of dynamic dungeons to Survival mode<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="42554" href="//media.vintagestory.at/monthly_2026_03/2026-03-07_11-04-17.png.54c903cd6d297689ac3d4b6d2a2260dc.png" rel=""><img alt="2026-03-07_11-04-17.thumb.png.4aac5fa1c2ade4e5b2dd3c2876545117.png" class="ipsImage ipsImage_thumbnailed" data-fileid="42554" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2026_03/2026-03-07_11-04-17.thumb.png.4aac5fa1c2ade4e5b2dd3c2876545117.png" /></a><br />
	<br />
	Fully reworked Trader models<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="42550" href="//media.vintagestory.at/monthly_2026_03/traders.png.ec49dee9f0f8218949cb8dbdf0a3a3d3.png" rel=""><img alt="traders.thumb.png.a5655b8eb5ee4d1ebe297f3ba732e44b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="42550" data-ratio="72.70" width="1000" src="//media.vintagestory.at/monthly_2026_03/traders.thumb.png.a5655b8eb5ee4d1ebe297f3ba732e44b.png" /></a>
</p>

<p>
	Added many new clothing sets for the player<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="42552" href="//media.vintagestory.at/monthly_2026_03/outfits.png.7457ae26a725c00697907b8c16a945dd.png" rel=""><img alt="outfits.thumb.png.2e0a0f40bd4cd616f796eb122a631b03.png" class="ipsImage ipsImage_thumbnailed" data-fileid="42552" data-ratio="66.00" width="1000" src="//media.vintagestory.at/monthly_2026_03/outfits.thumb.png.2e0a0f40bd4cd616f796eb122a631b03.png" /></a>
</p>

<p>
	Full reworked berry bushes<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="42551" href="//media.vintagestory.at/monthly_2026_03/berry.png.4776531918dc202fbf5d6b857b48e55b.png" rel=""><img alt="berry.thumb.png.01ab3e7629774c2d966fcbc2e30cd96b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="42551" data-ratio="57.70" width="1000" src="//media.vintagestory.at/monthly_2026_03/berry.thumb.png.01ab3e7629774c2d966fcbc2e30cd96b.png" /></a>
</p>

<p>
	 
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		<strong><a href="https://www.vintagestory.at/blog.html/news/1220-pre1-fishing-mechanisms-metalworking-and-more-r431/" rel="">Everything listed in the pre.1 post</a> </strong>plus everything below
	</li>
	<li>
		<span>Feature: A first, proof-of-concept <strong>fully dynamic dungeon</strong> now spawns in Survival mode. They appear far apart from each other, roughly every 1500 blocks</span>
	</li>
	<li>
		<span>Feature: <strong>Fully reworked trader models</strong>. Added climate specific clothing for traders</span>
	</li>
	<li>
		<span>Feature: Added <strong>many new clothing sets </strong>to be found, traded or crafted. (WIP)</span>
	</li>
	<li>
		<span>Feature: <strong>Fully reworked berry bushes</strong>. Pre-1.22 berry bushes are now legacy blocks: they will no longer be available in the Creative inventory, but any in existing worlds are still functional blocks in-game</span>
		<ul>
			<li>
				<span>Fully reworked models</span>
			</li>
			<li>
				<span>Can only be propagated by taking a cutting with a knife which when planted takes 6 to 12 months to mature into a new bush</span>
			</li>
			<li>
				<span>Berry bushes require fertilization or they will stop bearing fruit. </span><span>Berry bush nutrient use tapers off by 15% per year (resulting in about 5% use after 20 years). Some bone meal each year should be enough to give you a decent harvest</span>
			</li>
			<li>
				<span>A handful of rare traits will be added in the next release candidate - traits propagate to the cutting taken</span>
			</li>
			<li>
				<span>Flowering/Ripening behavior still mostly similar to the old system</span>
			</li>
		</ul>
	</li>
	<li>
		<span>Feature: Added 'ruined' torch holders. They will hold torches, but if broken will not drop themselves</span>
	</li>
	<li>
		Feature: Can now <strong>mount shields on wall mounts</strong>
	</li>
	<li>
		Feature: Some fish - arapaimas, pike, piranhas, and sheatfish - <strong>may attack players</strong> if cornered. Red-bellied piranhas are especially aggressive towards injured players
	</li>
	<li>
		<span>Feature: Hematite and Limonite nuggets can now be used for cave art and writing, in colors 'red ochre' and 'yellow ochre' respectively</span>
	</li>
	<li>
		Tweak: <strong>Players are now visible on the map up to 1000 blocks away</strong> or if in a shared group, by default
	</li>
	<li>
		Tweak: <strong>Player map markers will show the supporter color</strong>, like player names in chat
	</li>
	<li>
		Tweak: <strong>Held/dynamic light range now better corresponds to placed light range</strong> (experimental!)
	</li>
	<li>
		Tweak: Increase dynamic lights detection range from 60 to 120 blocks
	</li>
	<li>
		Tweak: Add a bit of extra brightness near a held/dynamic light source
	</li>
	<li>
		Tweak: <strong>Lightning flash visual tuning</strong>. Lights up the world from a greater distance and a bit more realistically
	</li>
	<li>
		Tweak: Cleavers now have a non-functional 'head' item like most other tools, and must be combined with a stick to make the complete tool. Also revised the cleaver model to have 1:1 pixel scale (previously was 50% scale)
	</li>
	<li>
		Tweak: Quern shows grinding outputs on handbook page
	</li>
	<li>
		Tweak: Tuned seraph idle animations
	</li>
	<li>
		Tweak: Can now add linings or change the color of glass for small lanterns in ground storage
	</li>
	<li>
		Tweak: Added fish bones item, which is functionally equivalent to existing tiny bones (cannot be used for handles or in armor) but looks fish-appropriate.
	</li>
	<li>
		Tweak: Added new ground crafting sounds, for scraping soaked hides with knife, trimming small or medium scraped hides into parchment using shears, carving a bone into a flute, removing the head from a bear pelt, and sawing a raw longbow stave into a raw recurve stave using a saw
	</li>
	<li>
		Tweak: Copper roofing grid recipe yield doubled, except that tips are now individually made from a single copper plate
	</li>
	<li>
		Tweak: In the Handbook, for materials created by grinding, show the quern in "Created by" section
	</li>
	<li>
		Tweak: Breaking blocks adjacent to and below water flow, may now cause the water to flow into the newly made gap
	</li>
	<li>
		Tweak: The Devastation Tower elevator now prevents falling through when going down
	</li>
	<li>
		<span>Tweak: Performance - Faster recipe matching with reduced memory usage. Should fix lag spikes on the server and client when crafting or using the handbook</span>
	</li>
	<li>
		<span>Tweak: Performance: Less CPU cost for unpacking chunks, creating packets etc - main benefits on large multiplayer servers</span>
	</li>
	<li>
		<span>Tweak: Rusty gears now have a pile model that holds up to 64 gears. The old-style piles of gears will still be found in ruins, but player-placed piles will be more orderly, and larger capacity</span>
	</li>
	<li>
		<span>Tweak: Add non-climbable versions of clutter ladders, for use in cases like bunk beds where you don't want them interfering with the player's normal movement</span>
	</li>
	<li>
		<span>Tweak: Chain mail items have a revised smaller model, and are now placeable on the ground in the quad layout</span>
	</li>
	<li>
		<span>Tweak: Handbook search now shows results more closely matched to what was typed</span>
	</li>
	<li>
		<span>Tweak: Rendered fat recipe no longer dirties the pot</span>
	</li>
	<li>
		<span>Tweak: Pigs and sheep will no longer stand around idly such that they can easily be fenced in. They will now run away from the player, or attack the player if they get too close</span>
	</li>
	<li>
		<span>Tweak: Removed unused 'eidolon gearbox' item from the game</span>
	</li>
	<li>
		<span>Tweak: Firestarter can now be burned in a firepit</span>
	</li>
	<li>
		<span>Tweak: Allow candles to be removed from an existing bunch of candles without breaking it</span>
	</li>
	<li>
		<span>Tweak: Male goats in general will not use the very smallest horn models, better differentiating them from females</span>
	</li>
	<li>
		<span>Tweak: Copper shingle blocks now have a grid recipe. The shingle blocks blocktype json was moved from 'metal' folder to 'roofing' folder</span>
	</li>
	<li>
		<span>Tweak: Grid recipes which produce roofing half-blocks now produce two halves, rather than one</span>
	</li>
	<li>
		<span>Tweak: Can now also chisel block combine in the chisel tool mode, not only in the crafting grid</span>
	</li>
	<li>
		<span>Tweak: Blocks with the pillar behavior now display their orientation in the chisel tool mode material selector</span>
	</li>
	<li>
		<span>Tweak: Added a (preliminary) handbook entry for berry bushes, explaining their propagation and care</span>
	</li>
	<li>
		Tweak: Add a bit of extra brightness near a held/dynamic light source
	</li>
	<li>
		Tweak: Added a<span> </span><strong>Creative mode pocket sun</strong>. Caution: Very hot!
	</li>
	<li>
		Tweak: When using the Creative-mode Entity-mover tool, you can now use mousewheel to change entity distance 
	</li>
	<li>
		<span>Tweak: Update community translations</span>
	</li>
	<li>
		Tweak: Added server config setting UpnpInfiniteLifetime (enable with /sc upnpinfinitelifetime on). Use this for infinite UPnP port mapping lifetime; otherwise the default 10-minute lifetime auto-renews mappings. Behavior may vary depending on the router.
	</li>
	<li>
		Fixed: Another possible cause of ghost Players
	</li>
	<li>
		Fixed: <strong>Beams not placing correctly in free mouse mode</strong> or when client-&gt;server not in sync.
	</li>
	<li>
		Fixed: Some fruit trees would spawn as empty stumps during worldgen
	</li>
	<li>
		Fixed: Crash in the music system when flying fast
	</li>
	<li>
		Fixed: Wild fruit trees not fruiting in the first year
	</li>
	<li>
		<span>Fixed: Honey would give the wrong satiety in a meal</span>
	</li>
	<li>
		<span>Fixed: Quenching/Tempering buffs not applying when they should and the item now shows its item state in the item info hud.</span>
	</li>
	<li>
		<span>Fixed: Tempering applied a buff instead of only reducing the break chance</span>
	</li>
	<li>
		<span>Fixed: Applying many buffs added many lines of text to the item info hud</span>
	</li>
	<li>
		<span>Fixed: The player would get full nutrition from drinking spoiling liquid</span>
	</li>
	<li>
		<span>Fixed: Properly stop animations when ground processing items</span>
	</li>
	<li>
		<span>Fixed: Animation would never end when breaking ore chunks in ground storage</span>
	</li>
	<li>
		<span>Fixed: Drifters had a missing face on their neck that would show on their back side, when dead.</span>
	</li>
	<li>
		<span>Fixed: Bronze rods had combined word localizations (i.e. Tinbronze, Bismuthbronze) which was not per standard</span>
	</li>
	<li>
		<span>Fixed: Grindstone grid recipe conflicted with polished stone recipe</span>
	</li>
	<li>
		<span>Fixed: Ruined metal doors had the latch on the wrong side, and their hitbox was thinner than the door.</span>
	</li>
	<li>
		<span>Fixed: Collapsed clutter scroll racks were not texture-swappable.</span>
	</li>
	<li>
		<span>Fixed: Ruined sabre had blade ground-stored transform, and so looked like it was half buried in the ground.</span>
	</li>
	<li>
		<span>Fixed: Bugnet durability wasn't consumed</span>
	</li>
	<li>
		<span>Fixed: Brass torchholder description didn't have useful info from aged torchholder description</span>
	</li>
	<li>
		<span>Fixed: /debug helddurability command not marking slot dirty</span>
	</li>
	<li>
		<span>Fixed: Armor breaks on zero durability</span>
	</li>
	<li>
		<span>Fixed: Female tamed elk hitboxes displayed raw lang keys instead of translated text</span>
	</li>
	<li>
		<span>Fixed: Empty chests playing incorrect sound when closed</span>
	</li>
	<li>
		<span>Fixed: Chiseling or rotating blocks located at a chunk edge, now correctly updates lighting on neighbors across the chunk edge</span>
	</li>
	<li>
		<span>Fixed: Harvested brown sedge tossed on the ground was nowhere near its actual hitbox</span>
	</li>
	<li>
		<span>Fixed: Some pigs had bad 'center' points in their model, resulting in mis-placed hitboxes</span>
	</li>
	<li>
		<span>Fixed: Flax fibers' held transform was WAY too small</span>
	</li>
	<li>
		<span>Fixed: Black coal was a pigment for sign writing, but could not do cave drawings</span>
	</li>
	<li>
		<span>Fixed: Certain chiseled blocks placed wrong shading onto ground beneath - seen with new trader huts</span>
	</li>
	<li>
		Fixed: Tule root didn't say in description that it can be planted again
	</li>
	<li>
		Fixed: Luxury trader was selling two shields that were missing the wood attribute.
	</li>
	<li>
		Fixed: Placing a crock into ground storage would crash the game on some operating systems
	</li>
	<li>
		Fixed: Sheep no longer spawn in thick forests or shrubland
	</li>
	<li>
		Fixed: Rope couldn't be placed on ground without already existing ground storage
	</li>
	<li>
		Fixed: Some story locations (lazaret) caused additonal protected areas above ground after using /wgen regen at their position
	</li>
	<li>
		Fixed: Couldn't pick up empty armor stand
	</li>
	<li>
		Fixed: Devastation tower pitch black at night and other worldgenned light sources not emitting light
	</li>
	<li>
		Fixed: Bamboo stakes and shovel gui icons when moused over were not centered.
	</li>
	<li>
		Fixed: Long bowstave is invisible in ground storage when dry
	</li>
	<li>
		Fixed: "Toggle sprint" checkbox hover text was wrong in the game settings 
	</li>
	<li>
		Fixed: Aged sailboat did not have a creative item to place it (and so did not show up in handbook)
	</li>
	<li>
		Fixed: Flax fibers were not centered in the gui
	</li>
	<li>
		Fixed: Hot items invisible in ground storage
	</li>
	<li>
		Fixed: Metal arrow fletching was solid black
	</li>
	<li>
		Fixed: Rare crash when chiseled block name is null
	</li>
	<li>
		Fixed: Drygrass item was not centered in it's selection box when laying on the ground
	</li>
	<li>
		Fixed: Mouflon and bighorn sheep horns had bad wall mount transforms. Mouflon horns were also missing localizations.
	</li>
	<li>
		Fixed: Water updates not consistently triggered if solid blocks (water-logged blocks) were in the same position
	</li>
	<li>
		Fixed: Clouds disappearing after sleeping in some cases
	</li>
	<li>
		Fixed: Dirty cooking pot had bad incorrect idle pose
	</li>
	<li>
		Fixed: Anomalously light texture section on adult male elk's neck fur
	</li>
	<li>
		<span>Fixed: Scraping multiple soaked hides causes game crash #8479</span>
	</li>
	<li>
		<span>Fixed: Old traders were upgraded to the new traders, but naked and no face</span>
	</li>
	<li>
		<span>Fixed: When public server advertising is enabled that could send multiple duplicated requests to the masterserver. Issue since 1.22.0-pre.1</span>
	</li>
	<li>
		<span>Fixed: Some Nadiyan clothing was not using the correct textures.</span>
	</li>
	<li>
		<span>Fixed: Merchant hat and fur coat had some texture issues.</span>
	</li>
	<li>
		<span>Fixed: Various small issues with bear textures and model</span>
	</li>
	<li>
		<span>Fixed: Olives' on-ground transform was bad</span>
	</li>
	<li>
		API Feature: Targetable AI tasks can specify a minimum and maximum injury amount of the target
	</li>
	<li>
		API Feature: Added MouseWheelMove input event
	</li>
	<li>
		API Feature: ItemSlotCharacter now uses virtual CheckDressType instead of static IsDressType
	</li>
	<li>
		API Tweak: BlockMultiblock now uses .GetInterface() instead of .GetBehavior() to find interfaces
	</li>
	<li>
		API Feature: Added texture bleeding system for seamless block transitions
	</li>
</ul>

<ul>
	<li>
		Feature: New block properties for controlling texture bleed behavior:
		<ul>
			<li>
				BleedPriority (auto from material or manual override)
			</li>
			<li>
				CanReceiveBleed, BleedOverlayTexture
			</li>
			<li>
				BleedTopFaceOnly, BleedGroup, BlocksTextureBleed
			</li>
		</ul>
	</li>
</ul>

<ul>
	<li>
		API Refactor: Collectible.OnCreatedByCrafting() and CollectibleBehavior.OnCreatedByCrafting() "gridrecipe" argument is now of type "IRecipeBase" instead of "GridRecipe"
	</li>
	<li>
		API Refactor: Worldgen: Moved ChunkColumnGen event registration from StartServerSide to InitWorldGen()
	</li>
	<li>
		API Refactor: New tag condition matching system. Complex tag conditions hold either a set of disjunctive entries ([a and b and c] or [d and e]) or as a set of conjunctive entries ([a or b or c] and [d or e]).
	</li>
</ul>

<ul>
	<li>
		In both cases each of the inner sets can also have a set of forbidden tags that is always disjunctive. The syntax for using these in json follows one simple rule: If no junction verb is specified, the group is treated as conjunctive (a and b and c)
	</li>
	<li>
		examples:<br />
		[["all", "of", "these"]]<br />
		[["all", "of", "these"], (or) { allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }]<br />
		{ allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }<br />
		{ anyOf: ["any", "of", "these"], noneOf: ["any", "of", "these"] }<br />
		{ anyOf: [["all", "of", "these"], { allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }] }<br />
		{ allOf: [["anyOf", "of", "these"], (and) { anyOf: ["any", "of", "these"], noneOf: ["any", "of", "these"] }] }11:20 AM<br />
		these can be used in recipe ingredients and entiy behaviors for now* Replacement Tag System
	</li>
</ul>

<ul>
	<li>
		API Tweak: Use GetInterfaces for all instances of IIgnitable
	</li>
	<li>
		API Tweak: Add stencil buffer API to rendering interface
	</li>
	<li>
		API Tweak: Collectible.DamageItem() - Added optional arg "destroyOnZeroDurability"
	</li>
	<li>
		API Tweak: Frameprofiler (.debug logticks xx) now records mousedown/mouseup event cost as well
	</li>
	<li>
		API Fixed: Collectible.OnHeldDropped was not called server side
	</li>
	<li>
		<span><span>API Fixed: Rideable behavior no longer ignores minGeneration setting</span></span>
	</li>
	<li>
		API Fixed: Crash when entity tries to play sound it did not have
	</li>
	<li>
		API Fixed : When using a villages.json to specify modded villages a non wildcard schematics path would not resolve properly
	</li>
	<li>
		API Fixed: Unable to export texture atlasses when intallation folder did not have user permissions, they now go to the data folder instead
	</li>
	<li>
		API Tweak: New overload CraftingRecipeIngredient.Resolve(IWorldAccessor world, string sourceForErrorLogging, IRecipeBase recipe) should be used to Resolve input ingredients, to ensure they are registered to the new fast recipe matching
	</li>
	<li>
		API Tweak: IWorldAccessor has new read-only property IWorldAccessor.FastSearchRecipesByIngredient; this will be populated by the new CraftingRecipeIngredient.Resolve() method mentioned above
	</li>
	<li>
		<span>API Tweak: Transform editor dialog now has firepit transform support</span>
	</li>
	<li>
		<span>API Tweak: Spawner blocks can now define rain and temperature conditions</span>
	</li>
	<li>
		<span>API Tweak: Added OnContainedInteractCancel for use in ground storage interactions</span>
	</li>
	<li>
		<span>API Tweak: The Block animation system now also hooked up to the animation sounds system. Example implementation: Bellows</span>
	</li>
	<li>
		<span><span>API Fixed: 'scale' property in shape overlays did not work</span></span>
	</li>
	<li>
		<span>API Fixed: Offsets from mounted entities now make sense, existing ones will need adjusting</span>
		<ul>
			<li>
				<span>The mounted animation should position the player relative to the hitbox</span>
			</li>
			<li>
				<span>The attachment point on the mounted creature should go on the part of the entity the player's movement follows</span>
			</li>
			<li>
				<span>The seat offset adjusts the location of the player's hitbox relative to the attachment point* Internal: Change pelt grid recipes that accept multiple sizes, to new 'anyof' format, for Rennorb to check, as they don't seem to work.</span>
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

<p>
	<span>Changes since 1.22.0-pre.5, also included above</span>
</p>

<ul>
	<li>
		Tweak: New main menu backgrounds
	</li>
	<li>
		Tweak: Added a creative mode pocket sun. Caution: Very hot
	</li>
	<li>
		Tweak: Cleavers now have a non-functional 'head' item like most other tools, and must be combined with a stick to make the complete tool. Also revised the cleaver model to have 1:1 pixel scale (previously was 50% scale).
	</li>
	<li>
		Tweak: Lightning flash tuning. Lights up the world from a greater distance and a bit more realisticly
	</li>
	<li>
		Tweak: Increase dynamic lights detection range from 60 to 120 blocks
	</li>
	<li>
		Tweak: Other players are always visible on the map up to 1000 blocks away or if in a shared group by default
	</li>
	<li>
		Tweak: Player map markers will show the supporter color, like player names in chat
	</li>
	<li>
		Tweak: Held/Dynamic light range now better correspond to placed light range (experimental)
	</li>
	<li>
		Tweak: Add a bit of extra brightness near a held/dynamic light source
	</li>
	<li>
		Fixed: Another possible cause of ghost Players
	</li>
	<li>
		Fixed: Beams not placing correctly in free mouse mode or when client-&gt;server not in sync.
	</li>
	<li>
		Fixed: Some fruit trees would spawn as empty stumps during worldgen
	</li>
	<li>
		Fixed: Crash in the music system when flying fast
	</li>
	<li>
		Fixed: Wild fruit trees not fruiting in the first year
	</li>
	<li>
		1.22 related changes
		<ul>
			<li>
				Tweak: Can now use sprint+mousewheel with the entity mover to rotate the entity
			</li>
			<li>
				Tweak: Reduce rapids spawn quantity
			</li>
			<li>
				Tweak: Ruined doors and trapdoors (both metal and wood) will no longer drop anything when broken.
			</li>
			<li>
				Tweak: Strawberry plants now spawn in patches twice as large as other berry bushes, use half the fertilizer, and have half the yield
			</li>
			<li>
				Tweak: Fruiting bush yields increased 25% to account for the fact that struggling wild bushes only yield 50% of normal harvest. Reduced berry bush maturation length by 25%
			</li>
			<li>
				Tweak: Added Spur gear up and down orientations which were missing from -pre.5
			</li>
			<li>
				Tweak: Spear thrown damage and draw speed nerfs backed off by about half
			</li>
			<li>
				Tweak: Performance (minor) save 100k RAM and fewer cache misses for SnowAccum randomShuffles, they can be ushort not int
			</li>
			<li>
				Tweak: Re-worded berry bush 'cluster' traits to 'sparse/dense' rather than 'weak/strong'
			</li>
			<li>
				Removed: Fruits which do not currently have a bush associated with them (to be added back as the bushes are completed).
			</li>
			<li>
				Fixed: spur gear bugs in -pre.5 (detail: they could cause neighbouring axles to turn even if no neighbouring gear)
			</li>
			<li>
				Fixed: Devastation area no longer generating shrikes
			</li>
			<li>
				Fixed: When fishing in the ocean it was possible to catch freshwater fish and vice versa
			</li>
			<li>
				Fixed: Treasure hunters no longer selling treasuremaps
			</li>
			<li>
				Fixed: Waterwheel now provides mechanical power on both sides of its axle
			</li>
			<li>
				Fixed: Folded clothes stored in shelves and cabinets all had the same texture.
			</li>
			<li>
				Fixed: Time switching no longer working after usign /wgen regen in the devastation area. Issue since 1.22.0-pre.1
			</li>
			<li>
				Fixed: Several visual issues with berry bushes
			</li>
			<li>
				Fixed: Milking animal fails to produce milk due to desync
			</li>
			<li>
				Fixed: Rapids water splitting if the random horizontal path changed in shuffling
			</li>
			<li>
				Fixed: Mature berry bushes would float in the air if the soil block under them was broken.
			</li>
			<li>
				Fixed: occasional snowy blocks melting slower than surroundings in spring/summer, due to vines above
			</li>
			<li>
				Fixed: Bears would not seek out and eat food
			</li>
			<li>
				Fixed: Large lanterns had two of the grid elements using the wrong face, resulting in appearing to dark.
			</li>
			<li>
				Fixed: Spear and pick heads had bad shelving transforms
			</li>
			<li>
				Fixed: Leather decor had bad transforms, and z-fighting
			</li>
			<li>
				Fixed: Wallpaper was hidden from the handbook
			</li>
			<li>
				Fixed: Currants used inconsistent localization formats.  Now consolidated to one word (i.e. redcurrant)
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">433</guid><pubDate>Sat, 07 Mar 2026 16:00:00 +0000</pubDate></item><item><title>1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!</title><link>https://www.vintagestory.at/blog.html/news/1220-pre1-fishing-mechanisms-metalworking-and-more-r431/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.22.0-pre.1, a preview release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a> <span style="font-size:12px;">(section "Other Goodies")</span>.
</p>

<p>
	<strong>Preamble</strong><br />
	Its a crispy cold winter day here at Anego Studios HQ and I get the privilege to write another one of these. What could be better than a snowy day, hot coffee and a juicy fat game update blog post <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f601.png" class="ipsEmoji" alt="😁">  And ... l</span>ooks like we will manage to hit our aspirational release cadence - 7 months, to the day, have passed since the preview release for the last version, 1.21.0-pre1.
</p>

<p>
	The goal of this update was to enrich Vintage Story with new game mechanics to the max! I personally spent a lot of time writing code for many of the planned features in this update. If I had to pick a favorite, it was programming the new 'displayable' system that lets you place items on shelves with voxel precision. It originally started out as a request by Saraty to have clothing shelves - but I already knew where this would be going.... As soon as we would add clothing shelves, players and team members alike would request these shelves to be usable also for other items. And vice versa, for clothing to fit on the old shelves. So I set out to just solve this once and for all - with a universal shelf placement system. It was an intriguing coding journey - going off by intuition at first, to eventually finding tidbits of elegance in some of the solutions, to a fully working system that created a solid, modular and readable code architecture. We will be adapting this new system to the old storage blocks as well, eventually.
</p>

<p>
	It's been a hectic last few weeks. Many in the team are rushing to squeeze in as much content as possible before we get to a feature freeze. Meanwhile we had the arduous task of moving the hosting of the main site to our own hardware while minimizing downtime, we are actively hiring, several new projects are in planning and I lament that this frosty Latvian winter will likely kill off my blackberry bush <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f605.png" class="ipsEmoji" alt="😅">
</p>

<p>
	Project Nex and Project Glint are also beginning to really take off, with the Glint team impressing me with their clever use of existing game engine features in ways I never expected. We'll get to show stuff on both projects Soon<b>™</b><br />
	<br />
	But this blog post is about Vintage Story and dayum do we have much to present to you this time! Get yourself comfortable, it will take some time to get through all of this.<br />
	 
</p>

<p>
	<strong>Pre-Release Disclaimer</strong><br />
	1. This first preview release is an <strong>unfinished</strong> update, mostly intended for modders and very adventurous players. You <strong>will</strong> <strong>encounter </strong>major bugs, overpowered or underpowered features, incomplete content, possible performance issues and crashes.<br />
	2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on <a href="https://info.vintagestory.at/v1dot22" rel="external nofollow">info.vintagestory.at</a> and not on this blog. As usual, a <span>new v1.22 blog post</span> will then come when the first full release candidate (rc.1) is ready.<br />
	3. If testing 1.22 on an old world from 1.21 or earlier, we strongly recommend making a backup copy before loading the world in 1.22.<br />
	4. We advise against starting a new permanent world with 1.22.0-pre.1. Pre-releases tend to break things. We specifically intend to add new worldgen in later preview versions after pre.1 (but before rc.1). You should therefore plan on starting a new world again, once rc.1 is available. <br />
	5. We recommend disabling all your previously installed mods when testing 1.22.0-pre.1, until the mods have had a chance to update for 1.22.<br />
	6. <strong>For modders</strong><span><span>: </span></span>It's very possible that we introduced mod API changes that are not intentional. If you come across something incompatible with your 1.21 mod and it does not look intentional, please do let us know and we might be able to adjust that in a subsequent release. 
</p>

<p>
	<br />
	<strong>September Roadmap Scorecard </strong><br />
	In September 2025, I announced a <a href="https://www.vintagestory.at/blog.html/news/development-update-september-2025-r425/" rel="">1.22 feature roadmap</a> - we got most of it into this update with some exceptions and caveats:
</p>

<ul>
	<li>
		<strong>Quenching, Tempering and Grinding wheel</strong><br />
		These are new game mechanics that let you alter the properties of a tool or weapon, but in a balanced way. Please be aware that this is our first preview release, so as with all newly added mechanics this might be<strong> underpowered or overpowered</strong>. We will balance things as we build towards a stable release.<br />
		 
	</li>
	<li>
		<strong>Fishing (Rod) System</strong><br />
		Probably one of the most anticipated mechanics, this is a thing now. The catching mechanic itself is usable but not fully polished for now because just getting there was big undertaking. We had to do a large amount of tweaking for fishing to even make any sense and remain balanced in VS. Here's a summary:
		<ul>
			<li>
				Fish no longer spawn in puddles (tiny ponds)
			</li>
			<li>
				Freshwater fish no longer limited to just 1 kind - there's now over 20 varieties of freshwater fish
			</li>
			<li>
				Melee attacking a fish makes them escape instantly
			</li>
			<li>
				A killed fish is no longer an entity that sinks to the bottom and needs to be harvested - instead it turns into a collectible dead fish
			</li>
			<li>
				Fish can be cut for fish fillet for cooking (in a later pre can be cooked on the firepit as a whole)
			</li>
			<li>
				Added a decent fishing rod &amp; line physics simulation, which was a personal pet peeve of mine
			</li>
			<li>
				Fishing an area (temporarily) depletes it, so you cannot endlessly fish in the same place
			</li>
			<li>
				Fishing is diverse - you get different fish based on the climate <em><u>and</u></em> the location you are at
			</li>
			<li>
				The fishing rod lets you catch the actual fish you see in the water but also beyond that you might get extra catch - for example (but not only!) juvenile variants of the same fish
			</li>
			<li>
				You need fish bait. Without it, fishing takes a lot longer. We added a worm grunting system and 2 new crops for you to acquire a few types of fish bait
			</li>
			<li>
				Worm grunting lets you collect earthworms in warm and wet areas, but also (temporarily) depletes locations if over-used
			</li>
			<li>
				Caught fish can be made into a trophy item using taxidermy. Including a few very rare special catchables...<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Rivers</strong><br />
		The roadmap entry mentioned "researching the feasibility of Rivers". We did just that. Around 300 man-hours of it. It's not quite there yet, but we will keep working on it. River generation is something that, if we add it, we want it to be a high quality addition, so this will take time. <br />
		 
	</li>
	<li>
		<strong>Procedural dungeons</strong>: Not yet part of 1.22.0-pre.1 but we feel confident that at least a first proof of concept will still be in 1.22.0 stable. <br />
		 
	</li>
	<li>
		<strong>Status Effects System </strong>and <strong>Item Heating Overhaul</strong>: Will have to be postponed to another update, unfortunately.<br />
		 
	</li>
	<li>
		<strong>Berry bush rework</strong>: Still planned for 1.22
	</li>
	<li>
		<strong>Elevators</strong>: Nope, but likely instead Sawmills for 1.22
	</li>
	<li>
		<strong>Waterwheel</strong>: Is in the game, but needs more work.
	</li>
	<li>
		Beyond that, we plan to further tweak pre.1 content. Amongst other things:
		<ul>
			<li>
				Add heat resistant mechanical power blocks
			</li>
			<li>
				Fix spur gears having placement limitations
			</li>
			<li>
				In-wall axles need a rework
			</li>
		</ul>
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>1.22 notice to players</strong><br />
	Several game mechanics have changed in ways you might not expect and which you may need to prepare for.
</p>

<ul>
	<li>
		<strong>Item heating: </strong>We intended to completely overhaul item heating but alas, we haven't managed to tackle this yet. As as interim solution, heated items in the firepit no longer reset their temperature after one item in the stack has been smelted/cooked. But also heating duration is now proportional to their stack size.<br />
		 
	</li>
	<li>
		<strong>Mechanical power changes: </strong>Please be aware that once we reach v1.22.0 stable, existing mechanical power builds that have been up-geared at least 3 times will ignite. You can test your game world (make backups first!) in any of the pre-releases or release candidates to see if your mechanical power builds are at risk - in these preview releases they will only emit smoke but not catch fire. We hope to still add to 1.22.0, second tier, sturdier mechanical power parts to counteract this change. Please also be aware that, placing windmills too close to each other will now cause turbulence and reduce their effectiveness by 50%. You can now craft a newly added Large Windmill instead, to satisfy your dreams of ultimate power. <br />
		 
	</li>
	<li>
		<strong>Nibblers: </strong>We've discovered a bug that prevented animals like hares from eating player-planted crops since 1.19. This is now fixed. Make sure to protect your crops!<br />
		 
	</li>
	<li>
		<strong>Glacier Ice: </strong>Any glacier ice block placed by a player will now turn into a variant that will melt if ambient temperature is above freezing. Any previously placed glacier ice will not melt like this, until broken and placed again.<br />
		 
	</li>
	<li>
		<strong>Spears</strong>: Iron spears have been added but, in turn, spears of tiers below iron have been nerfed.
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><strong>Screenshots and Gifs</strong></span>
</p>

<p>
	Added <strong>cabinets and much improved storage system</strong>, allowing voxel-precision mixed item placing on cabinets, <strong>including books, clothing</strong>, <strong>chiseled figurines, </strong>all previously storable 1.21 items, and more! Cabinets are wood typed and can be upgraded with <strong>cabinet doors</strong>.<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36537" href="//media.vintagestory.at/monthly_2026_01/cabinets.png.d00e0acbdd05e5a7d299546b6eec0e21.png" rel=""><img alt="cabinets.thumb.png.c75963259ca08e4f6543ea2e90a7830b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36537" data-ratio="52.60" width="1000" src="//media.vintagestory.at/monthly_2026_01/cabinets.thumb.png.c75963259ca08e4f6543ea2e90a7830b.png" /></a>
</p>

<p>
	<strong>Added mannequins</strong> to display your clothing<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36320" href="//media.vintagestory.at/monthly_2026_01/mannequins.png.6fc3210162ab1a1d06052cbb6a4f7cbd.png" rel=""><img alt="mannequins.thumb.png.8e0c4d2e42f624c5396b80e809c91d42.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36320" data-ratio="56.00" width="1000" src="//media.vintagestory.at/monthly_2026_01/mannequins.thumb.png.8e0c4d2e42f624c5396b80e809c91d42.png" /></a><br />
	<br />
	Added over <strong>20 species of freshwater fish</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36125" href="//media.vintagestory.at/monthly_2026_01/fishy.png.7dac57c54ab2b72a9e48bb02469d4bf7.png" rel=""><img alt="fishy.thumb.png.6071249b630a716ddffee58736d0270e.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36125" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2026_01/fishy.thumb.png.6071249b630a716ddffee58736d0270e.png" /></a>
</p>

<p>
	<strong>Fish behavior rework</strong>. They now quickly escape melee weapons and killed fish are collectible as a whole<br />
	<img alt="vroooom.gif.99e756131672159408cd9ae06c7d812f.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36228" data-ratio="82.50" width="760" src="//media.vintagestory.at/monthly_2026_01/vroooom.gif.99e756131672159408cd9ae06c7d812f.gif" />
</p>

<p>
	<br />
	<strong>Added fishing system</strong><br />
	<img alt="fishingpole3.gif.98828a9018b6c3e44fa1ad056361756c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36227" data-ratio="105.72" width="682" src="//media.vintagestory.at/monthly_2026_01/fishingpole3.gif.98828a9018b6c3e44fa1ad056361756c.gif" /><br />
	<br />
	Added <strong>Taxidermy </strong>for caught fish. Displayable on the antler mount block - now renamed to just "<strong>Wall mount</strong>"<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36143" href="//media.vintagestory.at/monthly_2026_01/taxidermy.png.5f8f002eeaa09ed590c9bc35a2413744.png" rel=""><img alt="taxidermy.thumb.png.7daa35e2d5c1acfb8184399e48a076aa.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36143" data-ratio="51.40" width="1000" src="//media.vintagestory.at/monthly_2026_01/taxidermy.thumb.png.7daa35e2d5c1acfb8184399e48a076aa.png" /></a>
</p>

<p>
	<br />
	Major <strong>forge rework</strong>. Updated model, added optional bellows, added metal tongs, fuel types matter now, and more<br />
	<img alt="forgerework.gif.ea7d2ac830f639f517006645fd36204b.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36701" data-ratio="69.23" width="962" src="//media.vintagestory.at/monthly_2026_02/forgerework.gif.ea7d2ac830f639f517006645fd36204b.gif" /><br />
	<br />
	<strong>Tool head quenching</strong> and tempering system: Quench items to improve their power value or durability (but not both)<br />
	<img alt="quenching1.gif.38bd58b5b3ea2345953de86117d2b4b0.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36702" data-ratio="69.23" width="962" src="//media.vintagestory.at/monthly_2026_02/quenching1.gif.38bd58b5b3ea2345953de86117d2b4b0.gif" />
</p>

<p>
	Added <strong>grinding wheel.</strong> Lets you sharpen tools for a critical hit bonus (WIP)<br />
	<img alt="sharpening2.gif.92c4b935a72a31e7f04635634f6b124a.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36703" data-ratio="66.08" width="790" src="//media.vintagestory.at/monthly_2026_02/sharpening2.gif.92c4b935a72a31e7f04635634f6b124a.gif" />
</p>

<p>
	<br />
	New type of rivulets: <strong>The Rapids</strong>. A comparison with the standard rivulet on the right<br />
	<img alt="rapidwater2.gif.3e0b5e66c7658fc541cf59ec3af8d469.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36223" data-ratio="65.60" width="625" src="//media.vintagestory.at/monthly_2026_01/rapidwater2.gif.3e0b5e66c7658fc541cf59ec3af8d469.gif" />
</p>

<p>
	<br />
	<strong>Added waterwheels</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="36735" href="//media.vintagestory.at/monthly_2026_02/waterwheel2.gif.2d946c058067e2deddc5922f1c313a40.gif" rel=""><img alt="waterwheel2.thumb.gif.7123c725f99a261b14503f9a07ed9010.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36735" data-ratio="73.40" width="1000" src="//media.vintagestory.at/monthly_2026_02/waterwheel2.thumb.gif.7123c725f99a261b14503f9a07ed9010.gif" /></a><br />
	<br />
	<strong>Mechanical power upgrades</strong>: Added large windmill, in-wall axles and <strong>spur gears</strong> (WIP)<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="gif" data-fileid="36229" href="//media.vintagestory.at/monthly_2026_01/mechpower.gif.bf6dbacb9c41c99568a84402ffc1579d.gif" rel=""><img alt="mechpower.thumb.gif.6366b31a5aced46630da5e7b94c95986.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36229" data-ratio="105.78" width="709" src="//media.vintagestory.at/monthly_2026_01/mechpower.thumb.gif.6366b31a5aced46630da5e7b94c95986.gif" /></a><br />
	<br />
	Too high speeds can now overheat mechanical power blocks, and starting from 1.22.0 stable will ignite<br />
	<img alt="singing2.gif.63261f3153cf123b1c2e4ea2163add78.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36327" data-ratio="51.46" width="686" src="//media.vintagestory.at/monthly_2026_01/singing2.gif.63261f3153cf123b1c2e4ea2163add78.gif" />
</p>

<p>
	<br />
	<strong>Fully rebuilt trader outposts</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36538" href="//media.vintagestory.at/monthly_2026_01/trader1.png.4318a588a072bd922001242e903d72fc.png" rel=""><img alt="trader1.thumb.png.c4cc9d5b19449296fab48ecf5f7ab4da.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36538" data-ratio="75.03" style="width:957px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2026_01/trader1.thumb.png.c4cc9d5b19449296fab48ecf5f7ab4da.png" /></a> <a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36540" href="//media.vintagestory.at/monthly_2026_01/trader2.png.8a116f461cc3ded92e56b041c555d7a1.png" rel=""><img alt="trader2.thumb.png.a6dc1825cdfee1e6dbd7ec92d847538d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36540" data-ratio="75.05" style="width:489px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2026_01/trader2.thumb.png.a6dc1825cdfee1e6dbd7ec92d847538d.png" /></a> <a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36542" href="//media.vintagestory.at/monthly_2026_01/trader3.png.33cfb27a9b2c2f7a848ed99eccbb9fff.png" rel=""><img alt="trader3.thumb.png.383e02d9166438779cf51e7ef4580a94.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36542" data-ratio="80.13" style="width:458px;height:auto;" width="936" src="//media.vintagestory.at/monthly_2026_01/trader3.thumb.png.383e02d9166438779cf51e7ef4580a94.png" /></a>
</p>

<p>
	Trader clutter: By 1.22.0 stable, trader outposts will be further individualized to the type of trader inhabiting the place<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36545" href="//media.vintagestory.at/monthly_2026_01/tradertables.png.c3825825715e9612ef54f4986cf331cf.png" rel=""><img alt="tradertables.thumb.png.0a4a52ecbfc56dbd8093322f0f078a0a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36545" data-ratio="46.10" width="1000" src="//media.vintagestory.at/monthly_2026_01/tradertables.thumb.png.0a4a52ecbfc56dbd8093322f0f078a0a.png" /></a>
</p>

<p>
	<br />
	Oil &amp; Fat mechanic rework<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36349" href="//media.vintagestory.at/monthly_2026_01/oil.png.00e09873d9d5d8ab14ae7192443f88b6.png" rel=""><img alt="oil.thumb.png.9aca9c920eb2551fc4809306796f8580.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36349" data-ratio="59.50" width="1000" src="//media.vintagestory.at/monthly_2026_01/oil.thumb.png.9aca9c920eb2551fc4809306796f8580.png" /></a>
</p>

<p>
	<br />
	Added <strong>iron and steel spears</strong>. Each spear now has its own spear head model<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36128" href="//media.vintagestory.at/monthly_2026_01/spearheads.png.8e311ab76c940164af1387af8e86f2f0.png" rel=""><img alt="spearheads.thumb.png.8e8d736145028f95372e58bac5348c12.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36128" data-ratio="38.60" width="1000" src="//media.vintagestory.at/monthly_2026_01/spearheads.thumb.png.8e8d736145028f95372e58bac5348c12.png" /></a>
</p>

<p>
	<br />
	<strong>Boar rework</strong>: Full model overhaul. Added huge variant, warthogs and red river hogs. <br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36773" href="//media.vintagestory.at/monthly_2026_02/hogs.png.560bf8af0dada5040ee55578c439fbe5.png" rel=""><img alt="hogs.thumb.png.2c8ef5108be8fa05ffa15a06e3bd504f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36773" data-ratio="40.00" width="1000" src="//media.vintagestory.at/monthly_2026_02/hogs.thumb.png.2c8ef5108be8fa05ffa15a06e3bd504f.png" /></a>
</p>

<p>
	<strong>Two new farm-able crops</strong>: Fennel and Licorice - specifically added for fishing<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36331" href="//media.vintagestory.at/monthly_2026_01/crops.png.d4ab9f47b093f3e397f3790bd30b943e.png" rel=""><img alt="crops.thumb.png.a3343bd6e46bb8f1308ec1930ea56ef3.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36331" data-ratio="36.60" width="1000" src="//media.vintagestory.at/monthly_2026_01/crops.thumb.png.a3343bd6e46bb8f1308ec1930ea56ef3.png" /></a><br />
	<br />
	<strong>Eight new Mushrooms</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36350" href="//media.vintagestory.at/monthly_2026_01/mushroom.png.0e95fca4f7c7605417935c779cbe98a4.png" rel=""><img alt="mushroom.thumb.png.108e62b773bf88d5e1a76da420aebc9f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36350" data-ratio="44.40" width="1000" src="//media.vintagestory.at/monthly_2026_01/mushroom.thumb.png.108e62b773bf88d5e1a76da420aebc9f.png" /></a><br />
	<br />
	Added <strong>side effects </strong>from eating certain mushrooms<br />
	<img alt="psychedeliceffect2.gif.769ea1173c86034552d6436ea54a6102.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36222" data-ratio="47.85" width="581" src="//media.vintagestory.at/monthly_2026_01/psychedeliceffect2.gif.769ea1173c86034552d6436ea54a6102.gif" />
</p>

<p>
	<br />
	<strong>Four new flowers</strong>: Bluebell, Ghost pipe, Daffodils and Mugwort<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36346" href="//media.vintagestory.at/monthly_2026_01/bluebells.png.2292b39a14fba33893746eeaa9899f35.png" rel=""><img alt="bluebells.thumb.png.431a14cb3f470b93f42d3157ad707475.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36346" data-ratio="49.70" width="1000" src="//media.vintagestory.at/monthly_2026_01/bluebells.thumb.png.431a14cb3f470b93f42d3157ad707475.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36347" href="//media.vintagestory.at/monthly_2026_01/gostpipe.png.6078067002a95532d965aa37a50de351.png" rel=""><img alt="gostpipe.thumb.png.a619a366bdbedc2d3aec7a04e5eb6f77.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36347" data-ratio="54.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/gostpipe.thumb.png.a619a366bdbedc2d3aec7a04e5eb6f77.png" /></a><a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36348" href="//media.vintagestory.at/monthly_2026_01/mugword-daffodil.png.11586fdcd7600f932194c69c4ce50693.png" rel=""><img alt="mugword-daffodil.thumb.png.e044fc2d51d0beb54a43130273499115.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36348" data-ratio="43.90" width="1000" src="//media.vintagestory.at/monthly_2026_01/mugword-daffodil.thumb.png.e044fc2d51d0beb54a43130273499115.png" /></a><br />
	<br />
	Refined tule plant textures<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36769" href="//media.vintagestory.at/monthly_2026_02/tule.png.76bd6050ec0d98d460aa34d797558b99.png" rel=""><img alt="tule.thumb.png.84fd69817836c76541204d113e3c0f91.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36769" data-ratio="40.80" width="1000" src="//media.vintagestory.at/monthly_2026_02/tule.thumb.png.84fd69817836c76541204d113e3c0f91.png" /></a><br />
	<br />
	<strong>Added 6 new hair colors</strong><br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36127" href="//media.vintagestory.at/monthly_2026_01/haircolors.png.3def27decfb5e7b30b989343799a71b0.png" rel=""><img alt="haircolors.thumb.png.e8f6b87c0f40cd20b237f1a89b9ad8eb.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36127" data-ratio="16.10" width="1000" src="//media.vintagestory.at/monthly_2026_01/haircolors.thumb.png.e8f6b87c0f40cd20b237f1a89b9ad8eb.png" /></a>
</p>

<p>
	 
</p>

<p>
	Papyrus chests now have their own model and texture<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36129" href="//media.vintagestory.at/monthly_2026_01/papyrus.png.c242ce140992e8eda4fb48f956590ceb.png" rel=""><img alt="papyrus.thumb.png.ce83bb2094fd5bdec9a72d6d6e3745bc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36129" data-ratio="34.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/papyrus.thumb.png.ce83bb2094fd5bdec9a72d6d6e3745bc.png" /></a>
</p>

<p>
	Sleek doors texture rework and they now have a glass window<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36131" href="//media.vintagestory.at/monthly_2026_01/doors.png.18e5c1f7af6a84a074eab2d9d211be0e.png" rel=""><img alt="doors.thumb.png.6aabfe0cdf4f2789ac3d8de8190fd0ab.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36131" data-ratio="51.00" width="1000" src="//media.vintagestory.at/monthly_2026_01/doors.thumb.png.6aabfe0cdf4f2789ac3d8de8190fd0ab.png" /></a>
</p>

<p>
	Oil lamp model reworked and ground storable<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36132" href="//media.vintagestory.at/monthly_2026_01/oillamps.png.ed17af3a9bb8c4b626b5a0ca4e8b9399.png" rel=""><img alt="oillamps.thumb.png.a3b99a54ad613a4fb8a67e3b8b016537.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36132" data-ratio="44.60" width="1000" src="//media.vintagestory.at/monthly_2026_01/oillamps.thumb.png.a3b99a54ad613a4fb8a67e3b8b016537.png" /></a>
</p>

<p>
	Added wood typed ladders<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36133" href="//media.vintagestory.at/monthly_2026_01/ladders.png.24a2598fac003ee990e7c9d7ebfb0713.png" rel=""><img alt="ladders.thumb.png.473effe8b7e2c27d632e3b11cd056c41.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36133" data-ratio="48.50" width="1000" src="//media.vintagestory.at/monthly_2026_01/ladders.thumb.png.473effe8b7e2c27d632e3b11cd056c41.png" /></a>
</p>

<p>
	Added 8 new variants of storage vessels<br />
	<img alt="vessels.png.36ba2d3db39a5110b10ecb6dc751fc64.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36134" data-ratio="66.26" width="907" src="//media.vintagestory.at/monthly_2026_01/vessels.png.36ba2d3db39a5110b10ecb6dc751fc64.png" /><br />
	 
</p>

<p>
	Added <strong>earthy orange ceramic</strong> color<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36135" href="//media.vintagestory.at/monthly_2026_01/earthyorange.png.a294a5820ee597390a91e245d0e9766c.png" rel=""><img alt="earthyorange.thumb.png.1bafe7d32b180e3446aea920725be48a.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36135" data-ratio="54.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/earthyorange.thumb.png.1bafe7d32b180e3446aea920725be48a.png" /></a>
</p>

<p>
	<br />
	Added <strong>travertine rock</strong> type and block variants<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36733" href="//media.vintagestory.at/monthly_2026_02/travertine.png.9aaae6cae8062afb9608d1d50f1bf442.png" rel=""><img alt="travertine.thumb.png.90c4182d6934fea3646687c73be4e001.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36733" data-ratio="46.00" width="1000" src="//media.vintagestory.at/monthly_2026_02/travertine.thumb.png.90c4182d6934fea3646687c73be4e001.png" /></a><br />
	<br />
	Added survival mode craftable clay tiles<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36734" href="//media.vintagestory.at/monthly_2026_02/tiles.png.b105cde0b3411b78649c5c6ba3b8bca2.png" rel=""><img alt="tiles.thumb.png.b95906f572b9309bbe5d76606852edc5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36734" data-ratio="34.80" width="1000" src="//media.vintagestory.at/monthly_2026_02/tiles.thumb.png.b95906f572b9309bbe5d76606852edc5.png" /></a>
</p>

<p>
	Tweaked glass textures. Smaller frame and textured reflections<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36144" href="//media.vintagestory.at/monthly_2026_01/glass.png.7bd487a0031f64c3857af0f001808397.png" rel=""><img alt="glass.thumb.png.f8ef06f88e07ee6de6cac58302873c47.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36144" data-ratio="53.50" width="1000" src="//media.vintagestory.at/monthly_2026_01/glass.thumb.png.f8ef06f88e07ee6de6cac58302873c47.png" /></a><br />
	<br />
	More new blocks: Aged acacia planks, aged bookshelf, fence and scroll rack (the previous aged ones are now "very aged"), leather decor, smaller lanterns and light mudbrick slabs<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36329" href="//media.vintagestory.at/monthly_2026_01/agedblocks.png.e841dae8f9b93a979a6cf12af3240b58.png" rel=""><img alt="agedblocks.thumb.png.5dbc2bb1b70a760dd459586b9b1ef419.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36329" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/agedblocks.thumb.png.5dbc2bb1b70a760dd459586b9b1ef419.png" /></a>
</p>

<p>
	Can now attach chiseled figureheads to sailboats<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36774" href="//media.vintagestory.at/monthly_2026_02/chiseledfigurehead.png.874df336ad06db7ac36ae4d010dc9c93.png" rel=""><img alt="chiseledfigurehead.thumb.png.0315de768c637c26585d833a6125c5cc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36774" data-ratio="60.60" width="1000" src="//media.vintagestory.at/monthly_2026_02/chiseledfigurehead.thumb.png.0315de768c637c26585d833a6125c5cc.png" /></a>
</p>

<p>
	Added crowbar for easier removal of wooden beams<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://media.invisioncic.com/r268468/monthly_2026_01/crowbar.png.79fa85edd7e529e2428645ef9bd68e81.png" rel="external nofollow"><img alt="crowbar.thumb.png.ae67527ab16e55546ab271bac2b5c0f5.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36334" data-ratio="38.50" style="width:800px;height:auto;" width="1000" src="//media.vintagestory.at/monthly_2026_01/crowbar.thumb.png.ae67527ab16e55546ab271bac2b5c0f5.png" /></a><br />
	<br />
	Added crock labels for fruit jam<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36771" href="//media.vintagestory.at/monthly_2026_02/jamlabels.png.ac9855aee0d6150068a83b7cf5a3829d.png" rel=""><img alt="jamlabels.thumb.png.70c2406443f116d0d9cabb4d70194c3d.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36771" data-ratio="87.20" style="width:500px;height:auto;" width="860" src="//media.vintagestory.at/monthly_2026_02/jamlabels.thumb.png.70c2406443f116d0d9cabb4d70194c3d.png" /></a>
</p>

<p>
	Placed backpacks can now be opened<br />
	 <img alt="openablebackpacks2.gif.36745c74052d1933911ceb6a2ef4da4c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36700" data-ratio="69.27" width="576" src="//media.vintagestory.at/monthly_2026_02/openablebackpacks2.gif.36745c74052d1933911ceb6a2ef4da4c.gif" /><br />
	<br />
	Creative mode tool: Can now place decor (such as moss or dust) on most blocks<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36345" href="//media.vintagestory.at/monthly_2026_01/overlays.png.cffdabd4e7e4c226a2c7216861651cd0.png" rel=""><img alt="overlays.thumb.png.d2a39c7e223db522c5415bba5aaa59b1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36345" data-ratio="54.40" width="1000" src="//media.vintagestory.at/monthly_2026_01/overlays.thumb.png.d2a39c7e223db522c5415bba5aaa59b1.png" /></a>
</p>

<p>
	Creative mode tool: Added entity mover wand<br />
	<img alt="entitymover2.gif.62ad6bee8afca03ba47a0663ba21820c.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="36698" data-ratio="89.43" style="width:350px;height:auto;" width="668" src="//media.vintagestory.at/monthly_2026_02/entitymover2.gif.62ad6bee8afca03ba47a0663ba21820c.gif" /><br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		<strong>Feature: Fishing System</strong>

		<ul>
			<li>
				<strong>Fish rework</strong>

				<ul>
					<li>
						Added over 20 species of freshwater fish
					</li>
					<li>
						Fish now require large bodies of water to spawn
					</li>
					<li>
						Killed fish no longer sink to the bottom, requiring to be harvested. Instead they float up as a collectible item
					</li>
					<li>
						Fish now flee very quickly if melee attacked.
					</li>
				</ul>
			</li>
			<li>
				<strong>Fishing pole</strong>
				<ul>
					<li>
						Craftable fishing pole from sticks or bamboo
					</li>
					<li>
						Casting with a fishing pole launches a bobber, which floats on the water and signals when a catch happened
					</li>
					<li>
						The fishing pole catches fish that you can physically see and sometimes also small, juvenile versions
					</li>
					<li>
						You can also (very) rarely catch 8 rare collectibles exclusive to the fishing system.
					</li>
				</ul>
			</li>
			<li>
				<strong>Fish distribution system</strong>
				<ul>
					<li>
						Fishing in the same location eventually depletes the fish in that area
					</li>
					<li>
						Different types of fish can be found at different locations, so you will need to travel to find every kind of fish.
					</li>
				</ul>
			</li>
			<li>
				<strong>Fishing bait</strong>
				<ul>
					<li>
						Without bait, catching a fish will take much, much longer 
					</li>
					<li>
						Added Earthworms and Worm Grunter to catch earth worms. Earth worms frequency depends on rainfall and temperature and also depletes over time if over-harvested in a given location
					</li>
					<li>
						Can now cook stink baits from fennel and licorice plus meats and dough.
					</li>
				</ul>
			</li>
			<li>
				<strong>Fish collecting</strong>
				<ul>
					<li>
						Dead fish can be preserved (taxidermy) and placed on mounts for display. Added zinc sulfate and crushed sphalerite, which is required for the taxidermy process.
					</li>
				</ul>
			</li>
		</ul>
	</li>
	<li>
		<strong>Feature: Forge rework</strong>
		<ul>
			<li>
				Added <strong>fancier Forge model</strong>
			</li>
			<li>
				<strong>Tongs now have durability</strong>. 1 durability point is subtracted per each item picked up
			</li>
			<li>
				<strong>Added metal tongs</strong>, which provide 10x to 100x the durability of wooden tongs
			</li>
			<li>
				<strong>Added bellows</strong>. Reaching higher temperatures in your forge now requires a bellows
			</li>
			<li>
				<strong>Forge fuel types</strong>. Fuel quality now determines heating temperatures and duration
			</li>
			<li>
				Can now also heat up tool heads in the forge
			</li>
			<li>
				Creatures standing on lit forges will now get damaged
			</li>
			<li>
				Glowing hot ingots can ignite unlit coal in the forge
			</li>
		</ul>
	</li>
	<li>
		<strong>Feature: Quenching and Tempering system</strong>
		<ul>
			<li>
				You can now <strong>improve their power or durability of tool heads</strong> by quenching them, but at the risk of potentially destroying the tool instead
			</li>
			<li>
				The chance of destruction can be reduced by tempering the tool, but with diminishing returns each time you temper
			</li>
			<li>
				Quenching can be done in barrels of water or pools
			</li>
			<li>
				Throwing hot items onto lake ice will cool them down and may melt the ice
			</li>
			<li>
				Covering the tool heads with clay before the quench increases durability, if uncovered increases the power value
			</li>
		</ul>
	</li>
	<li>
		<strong>Feature: Tool buffing system with the grinding wheel</strong>
		<ul>
			<li>
				Added grinding wheel to sharpen bladed weapons
			</li>
			<li>
				A sharpened weapon adds a critical hit chance, at the cost of durability. A critical hit is +100% damage
			</li>
		</ul>
	</li>
	<li>
		<strong>New Sound Tracks</strong>
		<ul>
			<li>
				Added "Latvia" sound track, plays at Latvian latitudes <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f609.png" class="ipsEmoji" alt="😉">
			</li>
			<li>
				Added 4 village exclusive tracks, one per season
			</li>
		</ul>
	</li>
	<li>
		Feature: Added <strong>footstep sounds</strong> to the wolf and the bear
	</li>
	<li>
		Feature: Allow chiseled blocks to be placed on sailboats
	</li>
	<li>
		Feature: <strong>New collectibles and craftables</strong>
		<ul>
			<li>
				Feature: Added craftable <strong>clay tiles </strong>in all standard clay colors, which can further be turned into blocks and slabs
			</li>
			<li>
				Feature: Added new <strong>small lantern</strong>
			</li>
			<li>
				Feature: Added <strong>iron and steel spears</strong>, but de-buffed the lower tier spears
			</li>
			<li>
				Feature: Added <strong>travertine stone</strong>, which can be made into ashlar and tiles
			</li>
			<li>
				Feature: Raccoons and foxes now drop <strong>species-specific hides</strong>, which can be made into fur hats
			</li>
			<li>
				Feature: <strong>Added oils</strong> (flax/linseed, olive, fat). Raw fat now can spoil, and can be cooked into rendered fat, which does not spoil. Liquid rendered fat will solidify after several hours. The solid item form of rendered fat (for use in grid recipes) is obtained by dumping the solidified fat from the container it's in, onto the ground.
			</li>
			<li>
				Feature: Steel anvils can now be crafted in survival
			</li>
			<li>
				Feature: Added <strong>pot pies</strong> - this allows you to create mixed meat &amp; vegetable pies
			</li>
			<li>
				Tweak: Added <strong>wood-typed ladders</strong>
			</li>
			<li>
				Tweak: Added light <strong>mudbrick slabs</strong>. Allow low fertility soil in mudbrick slab recipes
			</li>
			<li>
				Tweak: Added <strong>"earthy orange" ceramic color </strong>for pit-kilned red clay items
			</li>
		</ul>
	</li>
	<li>
		Feature: Added 4 types of survival mode <strong>craftable mannequins</strong> (full body, leg, head, torso) which allow you to display your clothing
	</li>
	<li>
		Feature: <strong>New flora</strong>
		<ul>
			<li>
				Added <strong>2 new farmable crops </strong>- fennel and licorice. Both will spawn in the wilderness, and can be used to make stinkbait for fishing. Fennel is also an edible vegetable, but licorice is not
			</li>
			<li>
				Added <strong>four new flowers</strong>! Bluebell, mugwort, ghost pipe and daffodils
			</li>
			<li>
				Added 8 new rare mushrooms. Most with visual "side effects" when eaten. (Honey mushroom, Blue Meanie, Fool's Conecap, Gold Cap, Liberty Cap, Sickener, Wavy Cap, Laughing Jim)
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Block overhauls</strong>
		<ul>
			<li>
				Glass texture is now redone: full blocks have a smaller frame and all glass blocks now have textured glass reflections
			</li>
			<li>
				Ceramic oil lamps have a new model, and are no longer made from bowls. They can also now be hung from the ceiling
			</li>
		</ul>
	</li>
	<li>
		Feature: <strong>Mechanical power updates</strong>
		<ul>
			<li>
				Feature: Added large windmill
			</li>
			<li>
				Feature: Added in-wall mechanical power axles
			</li>
			<li>
				Feature: Added <strong>waterwheel </strong>(WIP). Needs to be placed on rapids (fast-moving water)
			</li>
			<li>
				Tweak: Nerf! Windmills now cause turbulence within a radius 1.5 times the sail diameter (meaning 15 blocks distance required between two maxed windmills) 
			</li>
			<li>
				Tweak: Creative rotor is now roughly 7x more powerful, uses a similar torque display as the windmill and allows independent adjustment of speed
			</li>
			<li>
				Tweak: Helve hammer no longer has exponential power cost as speed goes up [it caused mech. networks to oscillate heavily]
			</li>
			<li>
				Tweak: Starting from 1.22.0 stable (so not yet!) mechanical power blocks will ignite if they rotate too fast. They will smoke for a while before igniting, for an early warning
			</li>
			<li>
				Fixed: Axle stands on north-south oriented axles that are attached under a block were incorrectly rotated
			</li>
		</ul>
	</li>
	<li>
		Feature: Added 4 small optional <strong>side quests</strong> offered by the villagers
	</li>
	<li>
		Feature: Added <strong>6 new seraph hair colors</strong> the player can select from in the character creation screen
	</li>
	<li>
		Feature: <strong>Hacked locust improvements</strong>
		<ul>
			<li>
				Feature: Tuning spear now has an additional tool mode allowing you to call back your tamed locust
			</li>
			<li>
				Feature: Can now heal and revive hacked locust with metal parts
			</li>
			<li>
				Fixed: Hacked locust jumping after player as if attempting to attack them
			</li>
		</ul>
	</li>
	<li>
		<strong>Quality-Of-Life improvements</strong>
		<ul>
			<li>
				Feature: <strong>Held bags</strong> that are placed on the ground can now be interacted with
			</li>
			<li>
				Feature: <strong>Added crowbar</strong>, which lets you remove the most recently added support beam from a block
			</li>
			<li>
				Feature: You can now attach crocks to the elk's left and right front storage locations (they will not, however, have labels shown while attached)
			</li>
			<li>
				Feature: When hovering over or grabbing a wearable item in your inventory, the proper slot for that item in your character inventory will be highlighted
			</li>
			<li>
				Tweak: Allow bulk placement of metal bits in ground storage
			</li>
			<li>
				Tweak: Flower pots can be placed on shelves
			</li>
			<li>
				Tweak: Can now slice pies using knife in crafting grid
			</li>
			<li>
				Tweak: Dirty pots can now be stored on the elk, like regular cooking pots
			</li>
			<li>
				Tweak: In the map, the "Add Waypoint" dialog now remembers previous Waypoint names and suggests them. Suggested names can now be deleted with a single backspace stroke.
			</li>
			<li>
				Tweak: The red in-game error texts now have a black border around them to make them easier to read
			</li>
			<li>
				Tweak: Bowls show satiety of remaining food portion only when the bowl has less than a full portion of a meal in it
			</li>
			<li>
				Tweak: When drinking out of a bowl, you must split the stack to drink, like all other bowl actions
			</li>
			<li>
				Tweak: Can now use a shovel to dig up cattail roots, faster than using a knife
			</li>
			<li>
				Tweak: Exiting the game via Alt+F4 (or [X] in the game window) now fully saves your world
			</li>
			<li>
				Tweak: No more 1-second delay on picking up mined items
			</li>
			<li>
				Tweak: Collapsed chests in ruins now fall apart into chest rubble once they are empty
			</li>
			<li>
				Tweak: More intense low health / low satiety alarm visuals
			</li>
			<li>
				Tweak: Collectible tool tip "Attack power: -{0} hp" is now "Attack power: {0} damage"
			</li>
			<li>
				Tweak: The Controls settings tab now correctly shows again if a keybind conflicts with another keybind
			</li>
			<li>
				Tweak: When using 1-click mod install, the game autofocuses now
			</li>
			<li>
				Tweak: Mod manager improvements: mods are now downloaded in parallel; mod release retractions are now respected
			</li>
			<li>
				Tweak: Block remapping on game version updates now applied automatically on first run of new game version. The dialog "This save game was created with an older version of the game ... a remapping and reload is required" should now be a thing of the past [and <em>/fixmapping applyall</em> should now never be necessary]
			</li>
			<li>
				Fixed: You can no longer waste a poultice attempting to heal a fully dead elk
			</li>
			<li>
				Fixed: Multiple issues with selection boxes of support beams
			</li>
			<li>
				Fixed: Player viewing direction jumping after exiting an inventory
			</li>
			<li>
				Fixed: 9 year old bug in the cinematic camera system where sections of the path were running at different velocities (credit: ImNuts42)
			</li>
		</ul>
	</li>
	<li>
		<strong>New In-World Interaction capabilities</strong>
		<ul>
			<li>
				Feature: Oil lamps now use the ground storage system - in other words one can place them in quadrants, and mixed with other items
			</li>
			<li>
				Feature: Can now remove the head of a ground placed bear pelt
			</li>
			<li>
				Feature: Sieves, and saddle blankets can fit onto shelves
			</li>
			<li>
				Feature: Liquid containers on shelves can be interacted with directly
			</li>
			<li>
				Feature: There is now a new ground processing system that allows for simple crafting processes of ground placed items
				<ul>
					<li>
						Can now scrape ground placed soaked hides
					</li>
					<li>
						Can carve bone flutes from ground placed bones
					</li>
					<li>
						Can saw long bowstave into recurve bowstave on the ground
					</li>
					<li>
						Can shear parchment out of scraped small hide on the ground
					</li>
					<li>
						Can smash ore chunks on the ground using a hammer
					</li>
				</ul>
			</li>
			<li>
				Tweak: Tool heads can now be placed on the ground
			</li>
			<li>
				Tweak: Weapons can now be placed on antler mounts (but not tools)
			</li>
			<li>
				Tweak: Stick, cattail, and papyrus piles now hold 2-3x more items.
			</li>
			<li>
				Tweak: A pile of thatch on the ground now holds up to 18 items
			</li>
			<li>
				Tweak: Papyrus tops pile transfer quantity raised to 3<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Gameplay balance affecting changes</strong>
		<ul>
			<li>
				Tweak: Grain crops now have half the yield in grain and fiber, but spawn in patches twice as large during world generation. The net effect to be requiring larger fields for equivalent grain production compared to previous versions
			</li>
			<li>
				Tweak: Iron and Steel spears added. Other spears nerfed to make room for them
			</li>
			<li>
				Tweak: Glacier ice and packed glacier ice that have been collected and placed again will begin to melt, if the local temperature is above freezing
			</li>
			<li>
				Tweak: Improvised armor now also requires rope
			</li>
			<li>
				Tweak: Armor stand now has more intuitive attaching of items
			</li>
			<li>
				Tweak: Can no longer grid craft stuff from hot items
			</li>
			<li>
				Tweak: Hunter backpack recipe can now produce two backpacks from one huge pelt. Using a large pelt returns a small pelt, in addition to the backpack. Using a huge pelt for fur gloves returns 1 small pelt.
			</li>
			<li>
				Tweak: Treasure Hunter trader offers only a 25% discount on subsequent elk purchases in exchange for another eidolon vessel
			</li>
			<li>
				Tweak: Added a few usable storage blocks to the Resonance Archives entrance
			</li>
			<li>
				Tweak: Reduced spawn radius of mobs in the Devastation Area, so players are more likely to encounter them
			</li>
			<li>
				Tweak: Removed grid crafting crock sealing recipe in favor of other (in-world) methods
			</li>
			<li>
				Tweak: Horsetail no longer qualifies as bee or butterfly feed
			</li>
			<li>
				Tweak: Reviving a player no longer restores satiety to 50%, now leaves it unchanged
			</li>
			<li>
				Tweak: Balanced with the addition of small lanterns, the original large lantern now costs twice the glass and metal 
			</li>
			<li>
				Fixed: Crop growth was 10% faster and consumed 10% less nutrients than intended
			</li>
			<li>
				Fixed: Salt lake beds were not generating during worldgen (in very dry and warm areas)
			</li>
			<li>
				Fixed: Farmland crops consumed slightly less soil nutrients than intended
			</li>
			<li>
				Fixed: With stacks of items in the firepit, finishing cooking one item no longer resets the temperature of the input stack, but a stack's warm-up time is now longer for larger stack sizes
			</li>
			<li>
				Fixed: Material transmutation/dupe glitch with chiseled blocks <span style="font-size:12px;">(technical info: Output chiseled blocks no longer have multiple of the same materials plus only consume every unique input material once)</span>
			</li>
			<li>
				Fixed: Peanuts did not give a satiety bonus in meals
			</li>
			<li>
				Fixed: Cassava would dry out even while in a meal
			</li>
			<li>
				Fixed: Resonance Archives gasifier would burn fuel too quickly
			</li>
			<li>
				Fixed: Baking an item in an oven would reset the spoilage timer
			</li>
			<li>
				Fixed: Cheese wheel would reset freshness each time a slice was cut off
			</li>
			<li>
				Fixed: Lava that turned water into basalt/obsidian did not delete the water
			</li>
			<li>
				Fixed: Very broken behavior when lava flowed into a water source block (turned water source block into basalt in large strange patterns)
			</li>
			<li>
				Fixed: Luxury trader was still selling gold omok pieces<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Creature behavior changes</strong>
		<ul>
			<li>
				Tweak: In closed spaces, Bowtorns now evade the player more intelligently - and if they can't they will begin firing on you
			</li>
			<li>
				Tweak: Sun bears will now break skeps and steal berries off bushes
			</li>
			<li>
				Tweak: Slightly slower creature look around speeds
			</li>
			<li>
				Tweak: Saltwater fish spawning now more accurately matches where the species would exist in real life
			</li>
			<li>
				Tweak: Panda and brown bamboo spawns changed to overlap, so pandas appear with bamboo more often. Panda range has moved south, and brown bamboo range has moved north
			</li>
			<li>
				Tweak: Brown bears will drop a little more fat
			</li>
			<li>
				Fixed: Animals would never eat planted crops
			</li>
			<li>
				Fixed: 23 types of butterflies never spawned
			</li>
			<li>
				Fixed: Bighorn sheep now live in dryer regions rather than wetter ones
			</li>
			<li>
				Fixed: Inconsistencies in raccoon climate conditions
			</li>
			<li>
				Fixed: Missing minimum temperature for tang fish spawns<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Creative Mode additions</strong>
		<ul>
			<li>
				<strong>Feature: Can now place decor layers, such as moss, on almost all blocks (not only full blocks): for example, storage vessel or chest </strong>(but placement on plants is not possible)
			</li>
			<li>
				Feature: Added leather decor overlay block - "sheet of stitched leather"
			</li>
			<li>
				Feature: Added aged acacia plank blocks
			</li>
			<li>
				Feature: Added "veryaged" variants of wood fence, bookshelf, and scroll rack.
			</li>
			<li>
				Tweak: Add chiselable full block stone path
			</li>
			<li>
				Tweak: Added ruined metal door variants<br />
				 
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Thrown stone improvements</strong>
		<ul>
			<li>
				Bricks, stonebrick, refractory bricks are now also throwable
			</li>
			<li>
				Fixed: thrown stones could still deal damage even when PvP was disabled or the attackplayers/attackcreatures permission was revoked.
			</li>
			<li>
				Fixed: thrown stones would make no thud sound if they landed close to the throwing player
			</li>
			<li>
				Fixed: when skipping stones, splash particles would not spawn and some stones could get forever stuck floating above water<br />
				 
			</li>
		</ul>
	</li>
	<li>
		<strong>Handbook improvements</strong>
		<ul>
			<li>
				Feature: Handbook search is more flexible with better results
			</li>
			<li>
				Feature: Handbook shows which animal eats which food, on food pages
			</li>
			<li>
				Feature: Handbook shows trappable animals on trap pages
			</li>
			<li>
				Feature: Show what plants can go in which flowerpots and planters in the handbook
			</li>
			<li>
				Tweak: Handbook now shows items that can be created at various workstation blocks, like fruit press or anvil
			</li>
			<li>
				Tweak: Show the days or years required for an item to perish in the handbook, rather than only the hours
			</li>
			<li>
				Tweak: Animal traps and troughs included in storable information in handbook
			</li>
			<li>
				Tweak: Omok table and pieces included in storable information in handbook
			</li>
			<li>
				Tweak: Show destroyed animal traps in the handbook
			</li>
			<li>
				Tweak: Handbook display of smithing recipes improved
			</li>
			<li>
				Tweak: Handbook display of metal molding improved
			</li>
			<li>
				Tweak: Better spacing for beehive kiln results in the handbook
			</li>
			<li>
				Tweak: Quern handbook entry now mentions that the quern can be powered by hand, as well as by machinery.
			</li>
			<li>
				Tweak: Searching the Command Handbook, search results in long pages go to the (first) position of the search text
			</li>
			<li>
				Fixed: Handbook wattle and daub entry incorrectly stated the initial daub application as 10 items (it is actually 6).
			</li>
			<li>
				Fixed: Handbook will properly show the grid crafting recipes on the appropriate nugget pages instead of all on the copper nugget page
			</li>
		</ul>
	</li>
	<li>
		<strong>Visual fine tuning</strong>
		<ul>
			<li>
				Feature: Added fruit labels for jam on crocks
			</li>
			<li>
				Tweak: Improved OIT rendering system which should fix oddities when half transparent geometry is on top of others (e.g. clouds behind windows)
			</li>
			<li>
				Tweak: Scene shader tweak  - prevent complete whiteness on overly bright surfaces
			</li>
			<li>
				Tweak: Tule model and texture reworked
			</li>
			<li>
				Tweak: Spears have new spear head models, each metal with a unique design.
			</li>
			<li>
				Tweak: Sleek wooden doors now have a glass plane and have a smoother and more bespoke texture
			</li>
			<li>
				Tweak: Lowered the threshold for villagers to get a frost overlay, and made the face never freeze over
			</li>
			<li>
				Tweak: Cow parsley, heather, western gorse and orange mallow flowers now uses the old, more simplified model again
			</li>
			<li>
				Tweak: Anvils now use holdbothhandslarge idle animation, rather than holdbothhands.
			</li>
			<li>
				Tweak: Aged and very aged wood textures should now be more consistent across all blocks and items. Renamed "aged wood" to "aged oak"
			</li>
			<li>
				Tweak: Nicer first person hand transform for slabs
			</li>
			<li>
				Tweak: Papyrus chest now has separate shape from reed chest
			</li>
			<li>
				Tweak: Tool heads now have sockets where appropriate
			</li>
			<li>
				Tweak: Iron and steel pickaxes have revised model
			</li>
			<li>
				Tweak: Ratlines now have knots at the intersections
			</li>
			<li>
				Tweak: Wolf holds its tail straighter and lower
			</li>
			<li>
				Tweak: Bear textures revised, and each bear now has its own model, to avoid drastic json scaling
			</li>
			<li>
				Tweak: Cooking pot model now has rope cradle when attached to elk
			</li>
			<li>
				Tweak: Seraph rendered into GUIs are now animated
			</li>
			<li>
				Tweak: Saltpeter and other powders and crushed materials scaled up to be more visible when dropped on the ground
			</li>
			<li>
				Tweak: Redid Brass Ruby Brooch model to more match original vision
			</li>
			<li>
				Tweak: Stone path stairs and slabs now extend 1 voxel 'below ground' to cover the gap that can be left by regular path blocks.  Stone paths now use wildcards to randomize texture, rather than alternates.
			</li>
			<li>
				Tweak: Updated existing leather colors to be less bright. Added running stitch variant for all leathers.
			</li>
			<li>
				Tweak: Messy12 ground storage changed to be spaced more evenly
			</li>
			<li>
				Tweak: Better line up text lines and checkboxes/sliders in the settings interface tab
			</li>
			<li>
				Tweak: Weather system: Don't spawn snow storm particles when above 5°C
			</li>
			<li>
				Tweak: Fixed items way to strongly wind affected when in hands
			</li>
			<li>
				Fixed: Long standing visual bug where harvesting reeds sometimes overextended the players arm
			</li>
			<li>
				Fixed: Pie dough sides were unusually dark when placed besides blocks
			</li>
			<li>
				Fixed: Make particles use proper multiblock collision
			</li>
			<li>
				Fixed Fortune Teller Hip Scarf model z-fighting with gambeson
			</li>
			<li>
				Fixed: Some block breaking overlays were incorrectly applied
			</li>
			<li>
				Fixed z-fighting on sloped (main) roof segments
			</li>
			<li>
				Fixed: Seraphs shoulders clipping through in "hold both hands" pose
			</li>
			<li>
				Fixed: Camera jitters and ridden elk occasionally stopping when mods modified too much player data
			</li>
			<li>
				Fixed: Animation jerkiness on traders
			</li>
			<li>
				Fixed: One line break too much in the block info HUD in some cases
			</li>
			<li>
				Fixed: Stretched UVs on axle and aged armorstand
			</li>
			<li>
				Fixed: Some tool heads had bad origins and so would do crazy flips when tossed
			</li>
			<li>
				Fixed: Flowing lava blocks now start their particles at the correct height
			</li>
			<li>
				Fixed: Some texts off vertically by 1 pixel
			</li>
			<li>
				Fixed: Incorrect feathers texture on arrows
			</li>
			<li>
				Fixed: Player yaw jitter when closing chat window while in overhead camera mode
			</li>
			<li>
				Fixed: Short rotation flicker right after placing certain blocks (with rotatable block entities)
			</li>
			<li>
				Fixed: Rare flashes of X-ray vision when breaking blocks next to a chunk boundary
			</li>
			<li>
				Fixed: Seraph from the character dialog clipping through creative inventory
			</li>
			<li>
				Fixed: Holding a pulverizer frame would obstruct player view significantly
			</li>
			<li>
				Fixed: 'Plain glasses' lenses were not on transparent renderpass, and so had X-ray vision
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Sound additions</strong>
		<ul>
			<li>
				Lots of internal preparatory work for foot steps sounds
			</li>
			<li>
				Charlemagne entity has a new sound set
			</li>
			<li>
				Added more Wolf sounds for variation
			</li>
			<li>
				Added 2 dive attack sounds to the second boss
			</li>
			<li>
				Seraph hurt sounds are now shorter when the damage is low or when it's from frost or poisoning
			</li>
		</ul>
	</li>
	<li>
		Tweak: <strong>Performance tweaks</strong>
		<ul>
			<li>
				Changing the graphics quality preset is now 4 times faster (1s lag instead of 4s lag)
			</li>
			<li>
				Improve loading times with many mods installed (json patching times 47s =&gt; 3.6s). Contribution by tehtelev
			</li>
			<li>
				Improve loading times with many mods installed (recipe loading times 21s =&gt; 8s). Contribution by tehtelev
			</li>
			<li>
				Improve loading times of certain handbook pages from 10-14 seconds to instant when mods "A Culinary Artillery" and "Expanded Foods" are installed
			</li>
			<li>
				Further 400k objects removed from permanent heap (mainly duplicate strings)
			</li>
			<li>
				Reduced client-side lag spikes caused by various commonly used blocks
				<ul>
					<li>
						Ground storage, toolrack, shelves and similar utility blocks <span style="font-size:12px;">[Technical info: BEContainerDisplay types  - Display Case, Ground Storage, Toolrack, etc... now generate meshes off the main thread]</span>
					</li>
					<li>
						Flowerpots and planters <span style="font-size:12px;">[Technical info: only tesselate one plant shape max. per container, defer pot tesselation and transforms to tesselation thread]</span>
					</li>
					<li>
						Small increase in loading time for doors and toolracks
					</li>
				</ul>
			</li>
			<li>
				Further reductions in Matrixf and vector object creation
			</li>
			<li>
				Further reductions in Vec2f and Vec3f object creation in many places
			</li>
			<li>
				Explosion shell vectors calc now uses FastVec3f not Vec3f
			</li>
			<li>
				Further low level matrix improvements in animations; reduce memory pressure on client
			</li>
			<li>
				Many low level matrix operations moved from heap to stack
			</li>
			<li>
				Re-use some matrices and vectors at low level
			</li>
			<li>
				Reduced heap memory pressure from selection box ray-tracing. With thanks to dedgrant
			</li>
			<li>
				Fixed memory leak when displaying skep or basket trap in inventory or handbook
			</li>
			<li>
				Fixed potential memory leak in forge
			</li>
			<li>
				RAM and heap saving, SnowAccum system now uses a value type [ServerMapChunk.SnowAccum is now a float[] not a ConcurrentDictionary]
			</li>
			<li>
				Particles - reduce RAM requirements and heap pressure
			</li>
			<li>
				General improvements to SQLiteDbConnectionv2, less heap pressure for multiplayer server
			</li>
			<li>
				Added LOD2 shapes and textures for all clutter bookshelves
			</li>
			<li>
				Very minor, but system-wide rendering optimization <span style="font-size:12px;">[Technical info: Don't call EnableVertexAttribArray every render call, not necessary as per OpenGL spec]</span>
			</li>
		</ul>
	</li>
	<li>
		Tweak: In-game guidance tweaks
		<ul>
			<li>
				Feature: Crocks, pots, and bowls with meals now show interaction help when ground placed
			</li>
			<li>
				Tweak: Lowered the itemstack hover info HUD a bit so that it does not cover up the stack size of the item in your mouse slot
			</li>
			<li>
				Fixed: Show only workable items in anvil interaction help
			</li>
			<li>
				Fixed: Interaction help for mortally wounded elk said "Revive player"
			</li>
		</ul>
	</li>
	<li>
		Tweak: Game Server tweaks
		<ul>
			<li>
				Tweak: <strong>AntiAbuse system</strong> partially revived. Off by default, but when enabled in the serverconfig.json it will decline block interactions when they are too far away from the player
			</li>
			<li>
				Tweak: When a server has <strong>more than 50 players</strong>, join/leave and death messages no longer get printed to chat (configurable in servermagicnumbers.json field "PublicJoinLeaveDeathMessagesThreshold")
			</li>
			<li>
				Tweak: Join, Leave and Death messages now also sent to all player groups the player is part of
			</li>
			<li>
				Tweak: Allow the server heartbeat/register to master server also work in standby mode
			</li>
			<li>
				Tweak: Added more audit logging when trading and using the action house
			</li>
			<li>
				Tweak: Multiple Serverconfig StartupCommands would not work if there was a space in front of a command
			</li>
			<li>
				Fixed: Command <em>/serverconfig entityspawning 0</em> did not disable entity spawning right away and vice versa did not enable it right away when it was disabled before
			</li>
			<li>
				Fixed: Possible server exception on player death
			</li>
			<li>
				Fixed: On a dedicated server when using a malformed welcome message it would disconnect/crash each client on login.
			</li>
		</ul>
	</li>
	<li>
		Tweak: Command Tweaks:
		<ul>
			<li>
				Tweak: Most <em>/wgen</em> commands can now be called from console
			</li>
			<li>
				Tweak: Added <em>/serverconfig blockTickChunkRange</em>
			</li>
			<li>
				Tweak: Added worldgen command <em>/wgen regenrange</em>
			</li>
			<li>
				Tweak: Now <em>/entity spawn</em> command can optionally also specify the generation, eg. generation=3
			</li>
			<li>
				Tweak: New command <em>/entity findnpc</em> to count the villagers or find a specific one
			</li>
			<li>
				Tweak: New command <em>/entity list</em> to list the types of all loaded entities, and count them
			</li>
			<li>
				Tweak: Add alias <em>/wcc</em> for the worldconfigcreate command
			</li>
			<li>
				Tweak: Fixed typo in command <em>/dev per-player-lootable-reset</em>
			</li>
			<li>
				Tweak: add client ping to <em>/stats</em> and <em>/list clients</em> commands
			</li>
			<li>
				Tweak: Removed no longer working <em>/wgen regenr</em> and <em>/wgen regenrc</em> commands
			</li>
			<li>
				Tweak: Wireframes display command can now be abbreviated to <em>.debug wf</em>
			</li>
			<li>
				Fixed: <em>/wgen regen</em> did not reload the deposits files
			</li>
			<li>
				Fixed: When using <em>/wgen regen</em> the GeneratedStructures list could be restored only partially, the actual in-world structures/blocks should have be mostly unaffected by that
			</li>
			<li>
				Fixed: <em>.we</em> command no longer working to open/close the world edit ui
			</li>
			<li>
				Fixed: GameTickListener debug command <em>/debug tickhandlers dump dcentity</em> not working
			</li>
			<li>
				Fixed: Command <em>.chb expcmds</em> did not make sure the ModConfig folder exists
			</li>
		</ul>
	</li>
	<li>
		Tweak: Ladder tweaks
		<ul>
			<li>
				Wood ladders can connect as one ladder, crude and rope cannot connect to others
			</li>
			<li>
				Wood ladders can be sawed back into boards
			</li>
			<li>
				Ladders made entirely of sticks have their own model, separate from ladders made from planks
			</li>
			<li>
				Crude ladders cannot support themselves on the ground or the ceiling and require a wall for support
			</li>
		</ul>
	</li>
	<li>
		Tweak: Water tweaks
		<ul>
			<li>
				Tweak: Rivulet riverbed carver. Somewhat more neatly integrates the rivulets into the world. (WIP, temporarily disabled in -pre.1)
			</li>
			<li>
				Tweak: Also spawn rivulets on mountain sides
			</li>
			<li>
				Tweak: Water now spreads faster
			</li>
			<li>
				Tweak: Flowing water shader tweaks
			</li>
			<li>
				Fixed: Flowing water with NE,SE,SW,NW directions was not visually flowing diagonally
			</li>
		</ul>
	</li>
	<li>
		Tweak: Change Linux icon from xpm to png since xpm may not be supported on newer systems
	</li>
	<li>
		Tweak: "Antler mount" is renamed to "Wall mount".
	</li>
	<li>
		Tweak: Palisade walls and stakes now prevent animals from walking on them, like regular fences.
	</li>
	<li>
		Tweak: Ovens now no longer allows igniting of non-fuel, such as pies
	</li>
	<li>
		Tweak: Allow liquids to be chiseled only in creative mode
	</li>
	<li>
		Tweak: Removed fish carcass clutter block, because there is a dedicated fish carcass block
	</li>
	<li>
		Tweak: Debarked and tree trunk 'veryaged' and 'veryagedrotten' textures modified for consistency
	</li>
	<li>
		Fixed: Fixes npc dialogue link text cut off in some cases
	</li>
	<li>
		Fixed: Cassava that dried out in a meal due to a bug no longer has an incorrect name nor gives no nutrition
	</li>
	<li>
		Fixed: Oven would give incorrect error message when trying to add non-bakeable items
	</li>
	<li>
		Fixed: Scrolling in dropdowns near bottom of the screen shows all items properly
	</li>
	<li>
		Fixed: The grid recipe to force clay brick slabs into a certain orientation was missing
	</li>
	<li>
		Fixed: Pies with default full top crust style would not stack properly if cycled through crust types
	</li>
	<li>
		Fixed: Bear foot sliding, brown and polar bear chasing after tiny creatures (baby hares and chicken), and not attacking animals they chase
	</li>
	<li>
		Fixed: Entering and exiting the water while holding the sprint key would slow you to a walk even with the precise control scheme
	</li>
	<li>
		Fixed: Holding down the sprint key before starting to move would still start off with walking  
	</li>
	<li>
		Fixed: Armor stands could only be placed at edges of blocks
	</li>
	<li>
		Fixed: Color accurate worldmap: Still used vintage colors until the map was opened
	</li>
	<li>
		Fixed: Clouds going black when using [x] Override default values from the world edit control panel
	</li>
	<li>
		Fixed: Traders and Villagers would execute the option after the "What did you got to trade?" which mostly was the "Whats your name?" option and so reveal their name at the same time as openting the trading menu
	</li>
	<li>
		Fixed: Empty triggered animal traps would not drop block if broken
	</li>
	<li>
		Fixed: Empty triggered animal trap would give back trap when picked up rather than just basket
	</li>
	<li>
		Fixed: Prevent the trader menu to be opened by multiple players, which can crash the game
	</li>
	<li>
		Fixed: Falling maple seeds did not fall with reduced gravity
	</li>
	<li>
		Fixed: Crash when Ctrl+scrolling up on the firepit input slot
	</li>
	<li>
		Fixed: Rotation of clayforming for watering cans matches output
	</li>
	<li>
		Fixed: On some occasions, traders walking away from player during conversations and standing still after conversations
	</li>
	<li>
		Fixed: Some ropes not properly loading from a savegame to client side. Explanation: We did not re-broadcast when a cloth system became active, we did not update the state on chunk loads although we check all chunks if they are loaded on each clothsystem
	</li>
	<li>
		Fixed: Some damage effects still applying on damage over time types of damage (e.g. instant huge red overlay when eating fly agaric)
	</li>
	<li>
		Fixed: Drinking more or less than 1L of wine all at once will properly vary how intoxicated you become
	</li>
	<li>
		Fixed: Dragging to place ingredients into cooking pot would not evenly distribute items
	</li>
	<li>
		Fixed: Mechanical power blocks, World Edit selection tool grow/shrink buttons and other parts of the game now work in other dimensions
	</li>
	<li>
		Fixed: Sub-decors (e.g. cave art) now preserved in World Edit move area, mirror area and repeat area operations
	</li>
	<li>
		Fixed: Removed downwards exponential acceleration of entities that use passive physics behavior
	</li>
	<li>
		Fixed: Fall damage inconsistency, added player stat "fallDamageThreshold"
	</li>
	<li>
		Fixed: On a brand new world, the client game calendar would be paused and/or slightly desynced from the server time for a minute, causing the sun to jump after 25 in-game minutes
	</li>
	<li>
		Fixed: After a client-side crash, the game kept running until the Crash Reporter window was closed
	</li>
	<li>
		Fixed: Removed uncraftable soaked bear pelts
	</li>
	<li>
		Fixed: Cutting snow covered grass with a knife did not yield dry grass
	</li>
	<li>
		Fixed: Missing horns on female goats, also they can fight back now
	</li>
	<li>
		Fixed: Items dropped by mechanically powered querns, pulverizers, or chutes could be launched very far when outside of the simulation range (128 blocks from the player)
	</li>
	<li>
		Fixed: "Wide lines have been deprecated" warnings on certain GPUs, eg. Intel UHD
	</li>
	<li>
		Fixed: Ladders would sometimes allow strange interactions between different types
	</li>
	<li>
		Fixed: After healing with an item, a second item in the same slot (from picking up) with a slow interaction process would immediately finish (#6719)
	</li>
	<li>
		Fixed: Logged error for carburizable properties in handbook
	</li>
	<li>
		Fixed: Many repeated logged OpenGL errors on Mac filling up the log file
	</li>
	<li>
		Fixed: Various water plants could have non-matching top and bottom section pieces
	</li>
	<li>
		Fixed: Stone path slabs did not show snowcover. Stone path blocks had hitboxes 1 voxel too tall
	</li>
	<li>
		Fixed: Crash when viewing corrupted rock-typed block<br />
		 
	</li>
</ul>

<p>
	<span style="font-size:18px;"><strong>API Updates</strong></span><br />
	For our modders - please be aware, the game engine and game content have undergone several significant changes
</p>

<ul>
	<li>
		Paradigm shift: Since 1.21 you can define tags in Blocks, Items and Entities. As of 1.22 you can now <strong>use tags for all crafting recipes. </strong>In future updates we will expand tag compatibility to other systems. Though please wait before using these, the syntax might still change in pre2 or pre3
	</li>
	<li>
		Paradigm shift: You can now <strong>precisely time creature sounds </strong>by defining them as part of the animation meta definitions. This lets you bind a sound to the exact animation frame where the sound should be played, independent of how fast the animation plays. You can define multiple sounds per animation. This is how we added bear and wolf step sounds.
	</li>
	<li>
		We have migrated our source projects from .NET 8 <strong>to .NET 10</strong>. You will need to install the .net10 sdk to compile our public code.
	</li>
	<li>
		<strong>entity.ServerPos is no more</strong>. You can still access it but it now redirects to entity.Pos
	</li>
	<li>
		We <strong>moved world generation</strong> code from the survival mod to the essentials mod, so that total conversion mods can also utilize it
	</li>
	<li>
		CollectibleObject has many of its field turned into methods that also call their respective methods on behaviors
	</li>
	<li>
		Each landform in the landforms.json now must have a unique code. Previously you could use duplicated names. The game will now crash instead.
	</li>
	<li>
		For the red tinting hurt overlay of creatures to work you now need to add "Health" behavior to to the list of client side behavior as well
	</li>
	<li>
		Experimental feature: Mods can now modify the main menu background pictures. If any mods sets one, then the game will disable all vanilla ones.
	</li>
</ul>

<p>
	Also noteworthy and just for your awareness, there are currently several notable ongoing projects within the VS coder team:
</p>

<ul>
	<li>
		The entire code base of Vintage Story now compiles without warnings, consequently we have either fixed or removed our own game engine's use of deprecated features
	</li>
	<li>
		We have a multi-year long goal of switching over to nullable value types in all code files
	</li>
	<li>
		We continued to slowly integrate a comprehensive tags system. New since 1.21:
		<ul>
			<li>
				Changed types of tag arrays and renamed them to tag sets
			</li>
			<li>
				Block and item tags merged into general tags
			</li>
			<li>
				General tags have limit of 65k tags now
			</li>
			<li>
				Tag sets now provide API with set methods
			</li>
			<li>
				Modders no longer need to interact with tag ids directly, they are hidden behind the tag set implementation
			</li>
			<li>
				Modders now can register their own tag types
			</li>
			<li>
				<strong>NOTE: there may be further changes to tags code before -rc.1 </strong>
			</li>
		</ul>
	</li>
	<li>
		We continued to refactor, improve and consistency check all our entity AI Tasks
	</li>
	<li>
		We continued our efforts to un-hardcode game engine and content, to make it easier to patch game content as well as reducing unexpected behaviors when modding the game
	</li>
</ul>

<p>
	<br />
	<strong>API changelog</strong>
</p>

<ul>
	<li>
		Feature: <strong>Rewrite stone throwing code</strong> into its own "CollectibleBehaviorThrowable". Allows one to make an item or block throwable with json changes only
	</li>
	<li>
		Feature: Food in a meal automatically gives a 30% bonus to the base satiety if no in meal nutrition is defined
	</li>
	<li>
		Feature: New server event "HandInteract". Called before any server side hand interact code is executed
	</li>
	<li>
		Feature: New parameter "MinCuboidsPerModel" for ground storable behavior that fixes problem with partial models in ground storage
	</li>
	<li>
		Feature: Item buff feature. Can now buff buffable collectibles e.g. when holding a falx in hands with command "/debug cbuff add sharpened attackpower 1.2" for +20% damage or "/debug cbuff add sharpened attackpower 1 2" for +2 flat damage. Available buffs: attackpower, maxdurability, durability, miningspeed. In code can also define durability of a buff, which is reduced alongside the item durability
	</li>
	<li>
		Feature: Allow BlockBehaviorHarvestable to require a tool
	</li>
	<li>
		Feature: Anvil blocks keep track of their metal tier
	</li>
	<li>
		Feature: Mods can now supply background images for the main menu in their modinfo.json. Currently, if any are supplied then all vanilla ones are disabled.
	</li>
	<li>
		Feature: Added the ability to create custom mixed pie recipes with multiple food categories as fillings
	</li>
	<li>
		Refactor: Major rework of the recipe systems in order to support tags
	</li>
	<li>
		Refactor: Move most of worldgen code to essentials mod and added modularity in some areas so that full conversion mods can use it
	</li>
	<li>
		Refactor: Changed args in capi.StartTrack()
	</li>
	<li>
		Refactor: Move onhurt invulnerable timer code from Entity.cs to BehaviorHealth.cs where it belongs. This however means the Health behavior needs to be client side as well, on all entities. In order to stay backwards compatible, these will automatically get added upon entity load, for now. It will print a warning if that is the case
	</li>
	<li>
		Refactor: GetBehavior(...) methods in Entity now avoid nullref exceptions inside them
	</li>
	<li>
		Refactor: Rename CollectibleBehavior.OnGetMaxDurability to .GetMaxDurability() and altered return value behavior
	</li>
	<li>
		Refactor: Shields now much more mod-dable. The shield code is now type/variant-agnostic
	</li>
	<li>
		Refactor: Rename dirtfloor.json to packeddirt-trampledearth.json, and aridpackeddirt.json to drypackeddirt.json
	</li>
	<li>
		Refactor: BlockUtil.GetKnifeStacks replaced with ObjectCacheUtil.GetToolStacks
	</li>
	<li>
		Refactor: EntityBehaviorRideable and EntityBehaviorGait code cleanup. Now more moddable. Ridden creatures no longer ignore swim sound set from json. Leave blank for silence. Set ridden movement speed only through gait, not through rideable controls. Also allow gaits to have an environment set for land or water, and provides logic for multiple speeds of swimming
	</li>
	<li>
		Refactor: Rename EnumBlockMaterial.Liquid to EnumBlockMaterial.Water
	</li>
	<li>
		Refactor: Lava now has EnumBlockMaterial Lava instead of Liquid
	</li>
	<li>
		Refactor: Merge ItemTagArray and BlockTagArray into CollectibleTagArray
	</li>
	<li>
		Refactor: Cleanup and Document AiTaskManager.ExecuteTask() and .StopTask()
	</li>
	<li>
		Refactor: Made methods of ItemWearable and ItemWearableAttachment virtual, also made private methods protected
	</li>
	<li>
		Refactor: Allow for multiple "AnimationSound" per animation meta. AnimationMeta.AnimationSound is now an array. Make sure to update all anim sounds in your entity json files from animationSound: { ...} to animationSounds: [ { .... } ]
	</li>
	<li>
		Refactor: Added dropQuantityMultiplier to BlockBehavior.OnBlockBroken()
	</li>
	<li>
		Refactor: In AI task json, rename chance, wanderChance, and searchFrequency to executionChance
	</li>
	<li>
		Refactor: Mushroom textures were placed in many individual folders. Now all are under the base 'mushroom' folder.
	</li>
	<li>
		Refactor: Replaced "noConsumeOnCrafting: true", used in the glider schematic itemtype with "consume: false" in the grid recipe
	</li>
	<li>
		Refactor: ItemWearable is now obsolete, replaced by CollectibleBehaviorWearable 
	</li>
	<li>
		Refactor: ItemWearableAttachment is now obsolete, replaced CollectibleBehaviorWearableAttachment
	</li>
	<li>
		Refactor: Many fields of Collectible now more moddable
		<ul>
			<li>
				Implemented GetAttackRange for CollectibleBehavior
			</li>
			<li>
				Implemented GetMiningSpeeds for both CollectibleObject and CollectibleBehavior
			</li>
			<li>
				Implemented GetDamagedBy for CollectibleObject
			</li>
			<li>
				Implemented GetTool for CollectibleObject (interaction tooltips still use Tool directly)
			</li>
			<li>
				Implemented GetToolTier for CollectibleObject (interaction tooltips still use ToolTier directly)
			</li>
			<li>
				Implemented GetCombustibleProperties for CollectibleObject (interaction tooltips still use CombustibleProps directly)
			</li>
			<li>
				Replaced NutritionProps with GetNutritionProperties where possible
			</li>
			<li>
				Replaced TransitionableProps with GetTransitionableProperties where possible
			</li>
			<li>
				Implemented GetGrindingProperties for CollectibleObject
			</li>
			<li>
				Implemented GetCrushingProperties for CollectibleObject
			</li>
			<li>
				Implemented GetRequiredMiningTier for Block
			</li>
		</ul>
	</li>
	<li>
		Tweak: Hides and their various associated items now use the tags system for recipes, with the result that bear hides can now be used directly in the same recipes that only generic hides could be used in directly before.
	</li>
	<li>
		Tweak: 'item-crushed-leadoxide' renamed to 'item-crushed-galena', to better align with standard naming formats.
	</li>
	<li>
		Tweak: Better logging for errors in grid recipes
	</li>
	<li>
		Tweak: New construction options! Structure generation via structures.json now also supports placement: "Shallowwater", supports minForest/maxForest constraints, and fixes some structures generating under water
	</li>
	<li>
		Tweak: The grid recipe loader will now print a warning if a ingredient wildcard never matches
	</li>
	<li>
		Tweak: Allow for custom attribute based grouping of things like shields or bookshelves in the handbook
	</li>
	<li>
		Tweak: Added BroadcastMapRegion to the WorldManager to force send a map region for example after using /wgen regen to update structures debug wireframes
	</li>
	<li>
		Tweak: Correct handling of CollectibleBehavior.OnHandbookRecipeRender. This also means a new argument "ref EnumHandling handling" is added, breaking compatibility with mods implementing this method
	</li>
	<li>
		Tweak: Clothing no longer renders onto seraph skin by default, set collectible attribute "renderOntoSkin" to true to reactivate that
	</li>
	<li>
		Tweak: AnimatableRenderer now supports mixed rendering of opaque and transparent geometry. It'll automatically extract it from the supplied mesh
	</li>
	<li>
		Tweak: Structure placement "Surface" now also checks U blocks
	</li>
	<li>
		Tweak: Removed logged startup warning "Is a {0} mod, but .cs or .dll files were found. These will be ignored." in dll mods that had a worldconfig property set. It served no purpose.
	</li>
	<li>
		Tweak: Added IWearable and IWearableStatsSupplier interfaces, which are now used in new behaviors
	</li>
	<li>
		Tweak: Implemented following methods for CollectibleBehavior: RequiresTransitionableTicking, ConsumeCraftingIngredients, UpdateAndGetTransitionStates. UpdateAndGetTransitionState, GetMergableQuantity and TryMergeStacks
	</li>
	<li>
		Tweak: Metal types of lamellae, chain, and scale items that do not have corresponding armor sets have been removed.
	</li>
	<li>
		Tweak: Ground placed collectibles can now emit light
	</li>
	<li>
		Tweak: Doors can now specify liquidBarrierHeight per block segment
	</li>
	<li>
		Tweak: AnimationMetaData Sounds can now be set to looping
	</li>
	<li>
		Tweak: EntityBehaviorAttachable can now set useShiftAttach: true in json to use the shift key for attaching and deatching
	</li>
	<li>
		Tweak: Sound tracks can now be structure specific
	</li>
	<li>
		Tweak: Allow liquid containers to set custom drink portion sizes in JSON
	</li>
	<li>
		Tweak: Improve loading times with many mods installed (recipe loading times 21s =&gt; 8s, json patching times 47s =&gt; 3.6s). Contribution by tehtelev
	</li>
	<li>
		Tweak: When json patches target a missing file, log an warning to the main log file instead of a debug entry in the debug file
	</li>
	<li>
		Tweak: EntityBehaviorAttachable can now set useShiftAttach: true in json to use the shift key for attaching and detaching
	</li>
	<li>
		Tweak: Allow entities to specify useSlotPrefix: true in attributes to allow other shapes to be added to it with a different texture by adding the slotCode to the texturePrefixCode
	</li>
	<li>
		Tweak: Can now defined a "frostOverlayThreshold" an entity type json attributes to change the temperature at which an entity is 100% frosted over
	</li>
	<li>
		Tweak: Can now configure ground storage messy12 positioning
	</li>
	<li>
		Tweak: Made prevPlayerPos public in GuiElementMap
	</li>
	<li>
		Tweak: Made world map color randomization configurable
	</li>
	<li>
		Tweak: Made button background color not hardcoded
	</li>
	<li>
		Tweak: Game now warns you if you have attachment point codes duplicated, as it results in undefined behavior
	</li>
	<li>
		Tweak: Two new MeshData methods, .Scale() and .Rotate() with no origin specified, will scale/rotate around the block center point
	</li>
	<li>
		Tweak: Renderpass Decor is now available, used for decor overlay layers; see vanilla overlays for examples
	</li>
	<li>
		Tweak: add BlockType attribute "allowOverlays: false" to prevent moss, dust and other overlays from being applied; can also in rare cases use "allowOverlays: true" to force allowing of overlays where they would normally be auto-disabled (eg. on transparent blocks or ice blocks)
	</li>
	<li>
		Tweak: BEQuern.cs move all private fields and methods to protected
	</li>
	<li>
		Tweak: Add font stroke to debug screen text to make it more readable
	</li>
	<li>
		Tweak: Mods can now add a assest/mymod/config/remapentities.json which then gets automatically merged with the games entity remappings, please do not replace assets/game/config/remapentities.json unless you really really want to overwrite the entire vanilla entity remappings
	</li>
	<li>
		Tweak: Mods can now add a assest/mymod/config/remaps.json which then gets automatically merged with the games remappings, please do not replace assets/game/config/remaps.json unless you really really want to overwrite the entire vanilla remappings
	</li>
	<li>
		Tweak: Allow custom shape for harvestable skep mesh
	</li>
	<li>
		Tweak: Make the game engine more tolerant towards missing files
	</li>
	<li>
		Tweak: Add ability to remove a mod asset origin
	</li>
	<li>
		Tweak: Improve support for framebuffer rendering. Added capi.Render.GenTexture(), rename capi.Render.FrameBuffer to capi.Render.CurrentFrameBuffer, can now also get capi.Render.CurrentFrameBuffer, added capi.Render.OrthoMode() and capi.Render.PerspectiveMode()
	</li>
	<li>
		Tweak: EnumSoundType moved from Vintagestory.API.Client to Vintagestory.API.Common (since it may be used by the server as part of SoundAttributes)
	</li>
	<li>
		Tweak: AnimationSound now supports 'chance' of the sound being played
	</li>
	<li>
		Tweak: Can now bulk edit transforms of variantgrouped collectibles
	</li>
	<li>
		Tweak: Much cleaner implementation for adding support to custom transforms editing via the transform editor. Instead of weird save/load/close stuff, instead register to event bus events "onsettransform" and "ongettransform". See ItemTongs.cs for example
	</li>
	<li>
		Tweak: Added HabitatSize property to spawning conditions, only works for animals with Habitat=Underwater or Habitat=Sea. Default HabitatSize is 2
	</li>
	<li>
		Tweak: Added animal spawn maps. This lets you further constrain animal spawn to certain regions only. Example implementation: Fish spawn
	</li>
	<li>
		Tweak: Items and Blocks can now define a "ParticlesTextureCode" to specify where block/item breaking particle colors should come from
	</li>
	<li>
		Tweak: When checking the nutrition properties for liquid inside of containers, fallback to the default for the liquid if per litre properties are not found
	</li>
	<li>
		Tweak: It's now possible for meals to be intoxicating
	</li>
	<li>
		Tweak: It's now possible to specify a non-default groupBy to use when creating an ItemStack slideshow in the handbook
	</li>
	<li>
		Tweak: Trait attributes can now define blend types
	</li>
	<li>
		Tweak: New CollectibleBehavior for harvesting items in ground storage
	</li>
	<li>
		Tweak: Ground storage now uses GetCollectibleInterface to obtain IContainedInteractable, making it possible to add it to collectible behaviors
	</li>
	<li>
		Tweak: LiquidContainerTopOpened now uses IContainedInteractable, Ground Storage code for this interaction removed
	</li>
	<li>
		Tweak: Existing elk sounds moved from creature/hooved/large/elk folder to new creature/animal/mammal/hooved/deer folder, to conform with new shape/texture/entity folder standards.
	</li>
	<li>
		Tweak: IContainedInteractable now has GetContainedInteractionHelp method
	</li>
	<li>
		Tweak: ModMaker Update: Fixes mod maker modinfo creation to be compatible for moddb uploading
	</li>
	<li>
		Tweak: new optional ContainedTextureSource() constructor with callback for off-thread texture uploading
	</li>
	<li>
		Tweak: new optional ITextureAtlasAPI.GetOrInsertTexture() call with callback for off-thread texture uploading
	</li>
	<li>
		Tweak: Chat command can now specify custom syntax explanation for an argument, by appending .WithExplanation() to an argument
	</li>
	<li>
		Tweak: Added CollectibleBehavior.GetAttackPower()
	</li>
	<li>
		Tweak: Allow to change a block after falling. With a new "variantAfterFalling" parameter, it's now possible to change the block after falling, like a broken variant or a variant with a lower shape (in case the shape is less than 15 voxels like the chandelier)
	</li>
	<li>
		Tweak: Renamed IWorldManagerAPI.CurrentWorldName -&gt; CurrentWorldFilepath to better describe itself
	</li>
	<li>
		Tweak: OnTree BlockPatches now respects the TreeType property
	</li>
	<li>
		Tweak: AI tasks can use a single time frame that extends through the night, rather than needing one from evening to midnight and another from midnight to morning
	</li>
	<li>
		Tweak: Renamed InventoryPlayerBackPacks to InventoryPlayerBackpacks
	</li>
	<li>
		Tweak: Added IServerEventAPI.PlayerReady event, which triggers after all mods signal the player is ready to play. Currently used by the character selector, so right now this event only triggers once the player has selected his character (or right away if he selected it already in a previous join). Cleaned up XML documentation for PlayerJoin, PlayerNowPlaying events
	</li>
	<li>
		Tweak: Animal generation check happens from EntityBehaviorHealth instead of BehaviorHealingItem
	</li>
	<li>
		Tweak: BlockEntity tick listeners now log their positions on exception
	</li>
	<li>
		Tweak: Incorrectly formatted strings sent to ILogger methods now will throw compile errors instead of crashing ingame
	</li>
	<li>
		Tweak: Unhardcode antler item names from antler growth behavior
	</li>
	<li>
		Tweak: Changed Entity.ServerPos and Entity.SidedPos to refer to the Entity.Pos property, so they are no longer different from the Pos property. This is to remove confusion about which to use where.
	</li>
	<li>
		Tweak: In EntityBehaviorMultiply, can now provide an array of requiresNearbyEntityCodes from json. On the code side, more fields made accessible.
	</li>
	<li>
		Tweak: Sailboat-mounted lantern no longer uses a separate model. It instead attaches the 'wall' lantern shape to an invisible LANTERNPARENT element in the sailboat shape. One less model to maintain.
	</li>
	<li>
		Tweak: Methods in BehaviorRideableAccessories made protected and virtual
	</li>
	<li>
		Tweak: Duplicated landform/mutation codes in landforms.json are no longer valid. The game will error and exit on startup now. Each landform must have a unique code.
	</li>
	<li>
		Tweak: Allow harvestable skeps to have custom food tags defined in JSON
	</li>
	<li>
		Tweak: Allow custom food tags for ItemStack variants with ICreatureDietFoodTags
	</li>
	<li>
		Tweak: Blockpatch system: also respect forest value even for UnderTree placement
	</li>
	<li>
		Tweak: Targetable AI tasks can read a TargetOnlyInteractableEntities true/false value from json
	</li>
	<li>
		Tweak: API additions to IMapRegion and IServerEventAPI to support future river generation
	</li>
	<li>
		Tweak: IBlockFlowing now has additional properties and methods, including position-aware GetPushVector(BlockPos). Default implementations are in BlockForFluidsLayer.cs. Modded liquid blocks should ensure their implementation is correct otherwise particle or entity motion may be wrong, or other bugs
	</li>
	<li>
		Deprecation: ItemPoultice moved to Legacy folder. Use BehaviorHealingItem instead.
	</li>
	<li>
		Fixed: EntityVillager modding robustness. Did not respect mod domain, crashed on missing textures or missing sounds, did not allow for single sound voice
	</li>
	<li>
		Fixed: Don't crash when no hotbar is loaded and one uses the offhand slot flip hotkey
	</li>
	<li>
		Fixed: seraph face and body became invisible after .reload textures command
	</li>
	<li>
		Fixed: When loading a world the font size of labeled chests will no longer reset to the default size
	</li>
	<li>
		Fixed: Farmland at low temperatures or low light levels now properly delays crop growth even when temperatures and light levels increase back to acceptable levels
	</li>
	<li>
		Fixed: The termite mound would drop itself instead of termites when their supporting block was removed
	</li>
	<li>
		Fixed: .reload shapes command was not reloading placed blocks properly
	</li>
	<li>
		Fixed: Avoid null reference exception when calling WorldMap.TryAccess when access is not granted despite being unclaimed
	</li>
	<li>
		Fixed: Item/tool/material texture folder contained many redundant and non-standard-sized textures. All textures in this folder have been reassigned to other standard textures, or moved. Spear and spearhead itemtype json texture sections reorganized.
	</li>
	<li>
		Fixed: Properly use loaded metal variants for all types of blocks and items
	</li>
	<li>
		Fixed: Max saturation being reset to 1500 on client side
	</li>
	<li>
		Fixed: Game crashing under `.cf sedi 1` plus spawned projectiles
	</li>
	<li>
		Fixed: Loading of assets is now fully case insensitive internally. Should fix uppercase/lowercase asset loading issues on modded assets
	</li>
	<li>
		Fixed: Crash when parsing json to an AssetLocation using AsObject
	</li>
	<li>
		Fixed: DrawSvg,LoadSvg,LoadSvgWithPadding with no color specified would default to fully transparent now we properly load the color from the SVG and convert it to BGRA for rendering
	</li>
	<li>
		Fixed: Normalize normal vector before packing to stop bit bleeding (PR 55 by phonon)
	</li>
	<li>
		Fixed: BlockLiquidContainerBase TryTakeContent would sometimes give back incorrect stack size
	</li>
	<li>
		Fixed: When eating a liquid container with nutrition properties the player's satiety would become NAN and eventually lead to a crash
	</li>
	<li>
		Fixed: Properly allow for liquid containers that are edible, and will be eaten when empty
	</li>
	<li>
		Fixed: Creative inventory tabs cut off wide text
	</li>
	<li>
		Fixed: CollectibleBehavior.GetRemainingDurability() called CollectibleBehavior.OnGetMaxDurability() instead of .GetRemainingDurability()
	</li>
	<li>
		Fixed: Interaction help itemstack rendering can go oversize
	</li>
	<li>
		Fixed: Rendering ui inventory contents into a framebuffer did not work
	</li>
	<li>
		Fixed: Seaweed and Seagrass had EnumBlockMaterial.Liquid instead of Plant
	</li>
</ul>
]]></description><guid isPermaLink="false">431</guid><pubDate>Thu, 05 Feb 2026 17:58:00 +0000</pubDate></item><item><title>Celebrating 10 Years of Vintage Story</title><link>https://www.vintagestory.at/blog.html/news/celebrating-10-years-of-vintage-story-r432/</link><description><![CDATA[<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="36612" href="//media.vintagestory.at/monthly_2026_01/VSANNI10YEAR.png.8a8903a1960ca22682c05f8589028e0b.png" rel=""><img alt="VSANNI10YEAR.thumb.png.49939446e5656496c2f39e7b8f21a194.png" class="ipsImage ipsImage_thumbnailed" data-fileid="36612" data-ratio="56.30" width="1000" src="//media.vintagestory.at/monthly_2026_01/VSANNI10YEAR.thumb.png.49939446e5656496c2f39e7b8f21a194.png" /></a>
</p>

<p>
	<span style="font-size:16px;">It was 10 years ago to this day when I set out to create Vintage Story, with the encouragement of my loving wife Saraty. It was just me at first, with Saraty, Luke and Hayden joining forces half a year later. The very first release of Vintage Story followed a month later, a <em>very</em> barebones, creative mode only voxel game experience, which is <a href="https://info.vintagestory.at/classic" rel="external nofollow">downloadable for free</a> for those that feel nostalgic. Barely anything more than a tech demo. Since then we've grown to a team of over 20 developers, work on a game engine that has more than 500.000 lines of code, maintain multiple services and platforms and host a discord community of over 120.000 members. 10 years.... a quarter of my life has been dedicated to creating Vintage Story. It has been a fascinating journey. And not just for me! I've had the privilege to work with a talented team and many more contributors to make VS the best it can be.</span>
</p>

<p>
	<span style="font-size:16px;">To commemorate this day, we decided to do a 200 game key giveaway - no strings attached. All we need is an email address to which we'll send the game key if you have been selected. We will not use your email addresses for anything else. </span>
</p>

<p>
	<strong><span style="font-size:18px;"><a href="https://forms.gle/GAtfxbBNvokyUN9y6" rel="external nofollow">=&gt; Participate in the Vintage Story Game Key Giveaway &lt;=</a></span></strong>
</p>

<p>
	<span style="font-size:16px;">To everyone that contributed to its development, to those that provided feedback and provided bug reports, to those that uploaded screenshots of their builds or just played the game and gave it a fair shake - you have my gratitude! I am looking forward to the next 10 years of building and creating - together! <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f49a.png" class="ipsEmoji" alt="💚"><br />
	<br />
	Cheers,<br />
	  Tyron and the entire VS Team</span>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">432</guid><pubDate>Sun, 01 Feb 2026 15:40:00 +0000</pubDate></item><item><title>v1.21.6 Story Chapter 2 Redux, Maintenance patch #2</title><link>https://www.vintagestory.at/blog.html/news/v1216-story-chapter-2-redux-maintenance-patch-2-r430/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.6, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	We've accumulated another handful of small patches worthy of a release.<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="34571" href="//media.vintagestory.at/monthly_2025_12/2025-12-11_05-51-09.png.254af97639dcb44628404d8c53c2b73c.png" rel=""><img alt="2025-12-11_05-51-09.thumb.png.641ba4e7fa80366e3c7702ed602808a7.png" class="ipsImage ipsImage_thumbnailed" data-fileid="34571" data-ratio="52.50" width="1000" src="//media.vintagestory.at/monthly_2025_12/2025-12-11_05-51-09.thumb.png.641ba4e7fa80366e3c7702ed602808a7.png" /></a><br />
	<span style="font-size:12px;">The Lion's Den by Pento, shared in #screenshot on Discord</span>
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Everything included in the <a href="https://www.vintagestory.at/blog.html/news/v1216-rc1-story-chapter-2-redux-maintenance-patch-2-r429/" rel="">rc.1 update</a>
	</li>
	<li>
		Fixed: Launching a Sailboat spawned it on land instead of in water
	</li>
</ul>
]]></description><guid isPermaLink="false">430</guid><pubDate>Sat, 13 Dec 2025 05:52:00 +0000</pubDate></item><item><title>v1.21.6-rc.1 Story Chapter 2 Redux, Maintenance patch #2</title><link>https://www.vintagestory.at/blog.html/news/v1216-rc1-story-chapter-2-redux-maintenance-patch-2-r429/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.6-rc.1, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	We've accumulated another handful of small patches worthy of a release.<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="34078" href="//media.vintagestory.at/monthly_2025_11/tractorcrawler.png.adb579bd04d5191de0cf87bc9c0db83f.png" rel=""><img alt="tractorcrawler.thumb.png.927b3145caa609431748483c9eb5af36.png" class="ipsImage ipsImage_thumbnailed" data-fileid="34078" data-ratio="75.08" width="999" src="//media.vintagestory.at/monthly_2025_11/tractorcrawler.thumb.png.927b3145caa609431748483c9eb5af36.png" /></a><br />
	<span style="font-size:12px;">Little Tractor-Crawler by T͗ͬ̈́h̎ͫ̚eͥ̆̈́_ͩ̓̍O͋wl̃͑̇, shared on #screenshots in Discord</span><br />
	 
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Elks and other mountables can no longer use a translocator or teleporters, unless being currently ridden - a player riding an elk, who uses a translocator, teleports both player and elk
	</li>
	<li>
		Tweak: Lore hint particles now always spawn, ignoring the player's particles quantity setting
	</li>
	<li>
		Tweak: Allow liquids to be chiseled only in creative mode
	</li>
	<li>
		Tweak: Small improvement to elk rider animation in idle and walk
	</li>
	<li>
		Tweak: New 'manageotherplayergroups' privilege and <em>/group addplayer</em> or <em>removeplayer</em> commands, so that server moderators can deal with abandoned groups (e.g. if all ops leave a group)
	</li>
	<li>
		Tweak: Add server audit logging for out-of-range block break/place attempts
	</li>
	<li>
		Tweak: Updated community translations
	</li>
	<li>
		Tweak: Updated in-game credits
	</li>
	<li>
		Tweak: On VintageHosting, on the server dashboard include a reminder that the name needs to be between 4 and 80 characters 
	</li>
	<li>
		Fixed: Storage vessels were applying double the perish rate bonus 
	</li>
	<li>
		Fixed: Items stored on shelves would not dry or melt at the intended rate 
	</li>
	<li>
		Fixed: Prevent the trader menu to be opened by multiple players at the same time, which could be abused 
	</li>
	<li>
		Fixed: On some occasions, traders walked away from player mid-conversation or stood still after conversations
	</li>
	<li>
		Fixed: For traders and villagers, opening the trade window caused the second dialog option also to be run automatically (typically "What's your name?")
	</li>
	<li>
		Fixed: Boars and sows not consistently being aggressive to players when piglets are around
	</li>
	<li>
		Fixed: Food placed in ground storage could result in empty ground storage blocks if the food rotted
	</li>
	<li>
		Fixed: When multiple Hoppers in different places picked up items at about the same time, some items could be teleported from one hopper to another
	</li>
	<li>
		Fixed: Beehive kiln and cementation furnace consumed fuel even when not processing, when the structure was partially loaded across chunks
	</li>
	<li>
		Fixed: Placing straw dummies always positioned them on the very edge of blocks
	</li>
	<li>
		Fixed: Some ropes not properly loading from a savegame to client side 
	</li>
	<li>
		Fixed: Flowing lava blocks now start their particles at the correct height
	</li>
	<li>
		Fixed: Devastation Area ground level could have chunk borders if originally generated in an earlier game version and <em>/wgen regen</em> used
	</li>
	<li>
		Fixed: On very old worlds (1.18 or earlier) the pan would result in only Homo Sapiens mode drop chances 
	</li>
	<li>
		Fixed: In vast caves or when standing below large structures or floating islands, a chunk directly above the player was sometimes invisible
	</li>
	<li>
		Fixed: Rare error when generating a weather dust particle for a not-fully-loaded fruit tree
	</li>
	<li>
		Fixed: Beehive Kiln doors could cause crashes in multiplayer. Github #5170 and #7226
	</li>
	<li>
		Fixed: Rare crash relating to insect sounds. Github #7201
	</li>
	<li>
		Fixed: Rare crash from async particle spawn
	</li>
	<li>
		Fixed: Crash when Ctrl+scroll up on the firepit input slot
	</li>
	<li>
		Fixed: Rare crash when copying the Resonance Archives
	</li>
	<li>
		Fixed: Potential crash on player death with no specific damage source (e.g. from combustion)
	</li>
	<li>
		Fixed: Potential crash with BodyTemperature system during server shutdown
	</li>
	<li>
		Fixed: Potential crash when trying to spawn a cube particle from a LooseItemFoodSource
	</li>
	<li>
		Fixed: Potential crashes if certain game folders (Logs, Saves, Macros) were not found 
	</li>
	<li>
		Fixed: Potential client crash in windowed mode when the game fails to center the game
	</li>
	<li>
		Fixed: WorldEdit chisel tools crash when holding an item instead of a block
	</li>
	<li>
		Fixed: Pasting line breaks into single line text field showed up as a missing character
	</li>
	<li>
		Fixed: Certain errors seen in logs on multiplayer servers
	</li>
	<li>
		Fixed: When the --dataPath argument was used, the game sometimes created unneeded directories
	</li>
	<li>
		API Tweak: Added to <em>IBlockEntityContainer</em> a new method <em>CheckInventoryClearedMidTick() - </em>this may affect a small number of mods which use this code, apologies, mod breakage was not intended
	</li>
</ul>
]]></description><guid isPermaLink="false">429</guid><pubDate>Sat, 29 Nov 2025 09:13:00 +0000</pubDate></item><item><title>v1.21.5 Story Chapter 2 Redux, Maintenance patch</title><link>https://www.vintagestory.at/blog.html/news/v1215-story-chapter-2-redux-maintenance-patch-r428/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.5, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	We've accumulated a handful of small patches worthy of a release. The "/db prune" command should now finally work fully, but we still recommend making a backup of your savegame before using it.<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="32364" href="//media.vintagestory.at/monthly_2025_10/2025-10-13_07-39-07.png.5e9a1ad2d2835816eaa47cbf419a4dd5.png" rel=""><img alt="2025-10-13_07-39-07.thumb.png.1e4e2ea9736e6e1c9d967164a6a7700f.png" class="ipsImage ipsImage_thumbnailed" data-fileid="32364" data-ratio="52.50" width="1000" src="//media.vintagestory.at/monthly_2025_10/2025-10-13_07-39-07.thumb.png.1e4e2ea9736e6e1c9d967164a6a7700f.png" /></a><br />
	<span style="font-size:12px;">Shuttlecraft interior by Cygnus656, shared in #screenshots on Discord</span><br />
	<br />
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: <em>/db prune</em> command now has an additional optional argument for game version: if specified, everything below<em> </em>that version will be preserved.  <span style="font-size:12px;">[Example: to prune away chunks generated in 1.21.2+ to clean up chunk borders and have those same chunks regenerate cleanly in 1.21.5, while <em>keeping</em> the chunks generated in game versions older than 1.21.2 which don't have the chunk borders issue, you could use command: <em>/db prune 3 drop confirm 1.21.2</em>]</span>
	</li>
	<li>
		Tweak: Higher performance <em>/db prune</em> command (completes more quickly, less RAM burden)
	</li>
	<li>
		Tweak: Minor fixes to ruins, and 5 new ruins that didn't make it into the game last update
	</li>
	<li>
		Fixed: In older savegames continued into game version 1.21, chunk borders were sometimes possible in areas newly generated in 1.21.2 or later, close to areas generated in 1.20 or earlier.  <span style="font-size:12px;">[Details: most likely to occur if a 1.20.12 savegame was updated directly to 1.21.2 or 1.21.4, or possibly if there are regions of the world which were just not visited much while playing 1.21.0 or 1.21.1. Chunk borders can be cleaned up either using the command: <em>/wgen regen 1</em> at the affected location, or for the whole map using the <em>/db prune</em> command, see full example of this command above. A backup of the world first is advisable]</span>
	</li>
	<li>
		Fixed: Command <em>/db prune</em> should now work properly.  <span style="font-size:12px;">[Notes: Use with care, it's a powerful command, can take a few seconds or minutes to run. Essentially it can remove parts of the map already generated in earlier game versions so that they can be regenerated with fresh 1.21.5 worldgen and bugfixes, while preserving any parts of the map which have player builds, farms, roads or mines. A backup of the world first is advisable]</span> 
	</li>
	<li>
		Fixed: Odd behavior of projectiles in water, they now decelerate a lot faster
	</li>
	<li>
		Fixed: Gaps in water surface near underwater ruins
	</li>
	<li>
		Fixed: Rice and flax grain were being eaten by animals when they should not
	</li>
	<li>
		Fixed: Hot ingots placed on the ground could become invisible in some circumstances. Github #6804
	</li>
	<li>
		Fixed: Rare crash when clicking on empty ground storage with buckets etc. Github #7277
	</li>
	<li>
		Fixed: For Mac installations, the packaged fonts should now be available
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">428</guid><pubDate>Tue, 14 Oct 2025 16:42:00 +0000</pubDate></item><item><title>v1.21.2/4 Story Chapter 2 Redux, TOPS-Lagspike patch</title><link>https://www.vintagestory.at/blog.html/news/v12124-story-chapter-2-redux-tops-lagspike-patch-r427/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.2 and now v1.21.4, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Nearly 150 tweaks and fixes later, v1.21.2 is now ready! 
</p>

<p>
	<strong>[Edit:]</strong> Also released 1.21.4 to address a few new issues introduced unintentionally in 1.21.2:<br />
	Tweak: Improved elk passenger animations<br />
	Tweak: Update community translations<br />
	Tweak: New command <em>/dweather reset</em> allows single players and server admins to reset Rift activity (needed if it was stuck in 1.21.2)<br />
	Fixed: Client crashes in 1.21.2 with a sailboat a few hundred blocks away<br />
	Fixed: Rift activity unchanging for up to 50 in-game days after updating from a existing game world from 1.21.1 or earlier<br />
	Fixed: Opened crates with certain types of contents (e.g. flax grain) rendered as unknown blocks. Github #7235<br />
	Fixed: Labeled chests label text was invisible, and fix lighting on the first sign drawn
</p>

<p>
	(there was a v1.21.3 for a few brief minutes, now replaced with v.1.21.4)
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="32031" href="//media.vintagestory.at/monthly_2025_10/2025-10-04_02-32-19.png.b3beda485d9e2d3cc9249aed8262cc9f.png" rel=""><img alt="2025-10-04_02-32-19.thumb.png.461cd08f616b38ed8960be857dafe1a8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="32031" data-ratio="108.23" width="693" src="//media.vintagestory.at/monthly_2025_10/2025-10-04_02-32-19.thumb.png.461cd08f616b38ed8960be857dafe1a8.png" /></a><br />
	<span style="font-size:12px;">Screenshot by 7Embre, shared in #screenshots on Discord</span>
</p>

<p>
	<strong>Game updates since 1.21.1</strong>
</p>

<ul>
	<li>
		Tweak: Moon appearance reverted to a squared appearance, but with correct level of illumination
	</li>
	<li>
		Tweak: Reduce mob spawn on medium, high and very high rift activity (low and apocalyptic activity unchanged)
	</li>
	<li>
		Tweak: First 3 days in game now start with low rift weather (for real this time!)
	</li>
	<li>
		Tweak: Further buffed the Rift Ward (radius 40 =&gt; 50 blocks, 14 days fuel =&gt; 21 days fuel per temporal gear, 5% chance of failing to block rifts =&gt; 2.5% chance of failing to block rifts)
	</li>
	<li>
		Tweak: Reduced bear spawn chance back to 1.20 levels
	</li>
	<li>
		Tweak: More intense torch particles
	</li>
	<li>
		Tweak: Sleek doors are now airtight, and will create a room such as a cellar or greenhouse
	</li>
	<li>
		Tweak: Stone spears can now be ground stored on 2-block high walls instead of 3.
	</li>
	<li>
		Tweak: Tool and Ingot molds show metal breaking when using a chisel
	</li>
	<li>
		Tweak: When breaking ingot molds, only the one you're pointing at will break
	</li>
	<li>
		Tweak: Height of ground-placed hitboxes of crucibles, crocks, and pots reduced to make it easier to target them when placed on a table
	</li>
	<li>
		Tweak: Pillion now has max stacksize of 1, consistent with saddle and other elk tack
	</li>
	<li>
		Tweak: Scrambled eggs meal model revised and updated to have melted-cheesy-goodness!
	</li>
	<li>
		Tweak: Updated community translations, added a Hungarian translation
	</li>
	<li>
		Tweak: Game now removes username from file paths printed in log files
	</li>
	<li>
		Tweak: Added player pitch to the HUD debug screen
	</li>
	<li>
		Tweak: Add debug logging for villagers spawning and de-spawning
	</li>
	<li>
		Tweak: Command entity selector can now specify a tag to match, e.g. <em>e[tag=helloworld]</em>
	</li>
	<li>
		Tweak: Command <em>.debug wireframe</em> now has an alias: <em>.debug wf</em>
	</li>
	<li>
		Tweak: New command <em>/entity find</em> to find specific entities (e.g. missing villagers), usually accessible to server moderators
	</li>
	<li>
		Tweak: Certain other <em>/entity</em> information commands (e.g. <em>/entity count</em>, <em>/entity countg</em>, <em>/entity list</em>, <em>/entity locateg</em>) are now usually accessible to server moderators 
	</li>
	<li>
		Tweak: Catch the most common OpenGL errors at startup and provide more helpful error message. Github #6888
	</li>
	<li>
		Tweak: On Linux installations, revert using DRI_PRIME=1 by default <span style="font-size:12px;">[Details: that setting may select the wrong GPU on some systems, if the dedicated GPU is actually 0.  So now the setting is not present by default, but the player can easily uncomment that line in the run.sh to enable it if appropriate for that system, has to be done manually for now.]</span>
	</li>
	<li>
		Tweak: On MacOS installations, enable .Net server garbage collection to help with constant lag spikes
	</li>
	<li>
		Tweak: For Intel Arc GPUs, add recommendation about <em>allowSSBOs</em> setting at game start
	</li>
	<li>
		Performance: Higher frame rate when rendering large numbers of signs
	</li>
	<li>
		Performance: Improved loading times for translocators, teleporters, rift wards (and cheese curds bundle!)
	</li>
	<li>
		Performance: Improved loading times for large numbers of signs
	</li>
	<li>
		Performance: Improved loading times for large numbers of crates and labelled crates
	</li>
	<li>
		Performance: Improved loading times for barrels (on both server and client)
	</li>
	<li>
		Performance: Fixed various potential memory VAO memory leaks on game exit (seen in client-debug.log)
	</li>
	<li>
		Fixed: Some poultice healing still cancelling when in the air
	</li>
	<li>
		Fixed: Bandages could not be used while jumping
	</li>
	<li>
		Fixed: Player hunger sometimes not decreasing for a long time, after combi of a large meal and healing. Github #5688 #5815 #5516, with thanks to @traugdor
	</li>
	<li>
		Fixed: Player could be rail-roaded (sideways movement blocked) when walking along a path edge
	</li>
	<li>
		Fixed: Player not able to step up small heights when they formed a corner
	</li>
	<li>
		Fixed: Elk fixes
		<ul>
			<li>
				Lots of work to fix jitter and animation syncing oddities when riding an Elk in Single Player and Multiplayer. Plus tighter controls
			</li>
			<li>
				Elk with a snaffle bridle would keep walking forwards if only left/right movement buttons were pressed
			</li>
			<li>
				Elk body could be tilted the wrong way when it steps down or up, especially while walking backwards (the fix applies to all creatures but most obvious on a ridden Elk)
			</li>
			<li>
				Fixed dead tame and semi-tamed Elk would remain standing up
			</li>
			<li>
				API Fixed: Unable to place saddle on semi-tamed Elk
			</li>
		</ul>
	</li>
	<li>
		Fixed: Temporary workaround: If entities/tooltips become invisible, turning Ambient Sound level to 0 should now fix it. Github #6946
	</li>
	<li>
		Fixed: Missing self teal glow after respawning
	</li>
	<li>
		Fixed: Flat fog from weather no longer reduces deep cave visibility
	</li>
	<li>
		Fixed: Long-standing lighting bug where rooms and caves do not always become dark when closed. Github #6717
	</li>
	<li>
		Fixed: Many issues with the 2nd boss fight
		<ul>
			<li>
				Fixed hideous flight paths
			</li>
			<li>
				Fixed hideous hurt animation when it was on ground
			</li>
			<li>
				Shields not blocking projectiles if they came from a relatively high angle
			</li>
			<li>
				Not able to hit boss when inside its hitbox
			</li>
			<li>
				Picked up projectiles turning into stones when collected
			</li>
			<li>
				Stays a little longer on the ground on the slam attack for melee attacks and no longer slides away
			</li>
		</ul>
	</li>
	<li>
		Fixed: Village fixes
		<ul>
			<li>
				Villagers and lore mobs (drifters etc) no longer attack each other. Villagers attempt to flee from lore mobs when in close proximity
			</li>
			<li>
				Make villagers clear their hands before holding weapons
			</li>
			<li>
				Bowls in the village were missing
			</li>
			<li>
				Attempt to fix Wall getting stuck at north gate
			</li>
			<li>
				Fixed Kat getting stuck in her house at certain times and situations
			</li>
			<li>
				Fixed a villager buying and selling things that he shouldn't (Folds)
			</li>
		</ul>
	</li>
	<li>
		Fixed: Excavating out a ruin in sand did not remove the sand first
	</li>
	<li>
		Fixed: Players were able to use a knife to remove decor from chiseled blocks in claimed areas
	</li>
	<li>
		Fixed: Propick density search mode readings in areas originally created in very old saves (1.18 and older) could become incorrect when nearby (map border) areas were generated in game version 1.21.x
	</li>
	<li>
		Recipe fixes:
		<ul>
			<li>
				Cupronickel plates and nickel plates did not have smithing recipes so could not be smithed
			</li>
			<li>
				Wood path recipe is no longer shapeless, to not conflict with the crate recipe
			</li>
			<li>
				Packed dirt recipe required a blank top row in the grid
			</li>
			<li>
				Clay forming recipe for hoe mold did not match the shape of the output mold
			</li>
		</ul>
	</li>
	<li>
		Fixed: Z-fighting on distant wood path
	</li>
	<li>
		Fixed: Rift Ward carried in hands was right in front of your face
	</li>
	<li>
		Fixed: Block breaking overlay missing on all chiseled blocks
	</li>
	<li>
		Fixed: Wrong block breaking overlay on tool and ingot molds
	</li>
	<li>
		Fixed: Block breaking overlay on trunk not disappearing in some cases
	</li>
	<li>
		Fixed: Pick block will properly select the ingot mold you are pointing at
	</li>
	<li>
		Fixed: Quern handles z-fighting with adjacent forge (they'll still clip)
	</li>
	<li>
		Fixed: Cozy bed did not have sleep hours
	</li>
	<li>
		Fixed: Bear hide leg armor selection box when dropped on ground was way off
	</li>
	<li>
		Fixed: Dark fins on salmon and mahi-mahi
	</li>
	<li>
		Fixed: Resolved an issue where failing to set up a player on their first join could prevent them from being saved correctly in the savegame
	</li>
	<li>
		Fixed: Placing beams in Immersive First-Person mode was fiddly because of small camera motion right on placement
	</li>
	<li>
		Fixed: Mitigated crucible pouring particles were way off
	</li>
	<li>
		Fixed: Particles falling on fence floating mid-air
	</li>
	<li>
		Fixed: Art objects were sunken into base of display cases
	</li>
	<li>
		Fixed: Adult pigs were not being aggressive towards the player when piglets were around
	</li>
	<li>
		Fixed: Ratlines on sailships could not be mounted
	</li>
	<li>
		Fixed: Labeled chest wouldn't let you properly type in full width messages  <em>(note: there is a known issue, chest label text is now invisible in 1.21.2)</em><b> </b>
	</li>
	<li>
		Fixed: Animals in basket traps which had been caught in 1.20 and earlier game versions could not be released in 1.21.x
	</li>
	<li>
		Fixed: There could be incorrect block shading next to stairs in some orientations
	</li>
	<li>
		Fixed: Adding a single shield to the armor stand rendered two of them - one on each hand
	</li>
	<li>
		Fixed: Might reduce mobs clipping into player as they run towards them
	</li>
	<li>
		Fixed: Thatch blocks had poorly aligned textures and incorrect textures.  Now should match hay blocks better
	</li>
	<li>
		Fixed: In handbook, margins on grid recipes would be incorrectly scaled on non-default GUI scale sizes
	</li>
	<li>
		Fixed: Handbook grid recipe spacing for bear pelt recipe was incorrect for some GUI scales
	</li>
	<li>
		Fixed: Handbook search input would always reset once a tutorial was started
	</li>
	<li>
		Fixed: Logged error when placing Base Return Teleporter
	</li>
	<li>
		Fixed: Clay tile pile shape was missing
	</li>
	<li>
		Fixed: Some wolf animations playing when they should not
	</li>
	<li>
		Fixed: Crash when breaking invalid chiseled blocks in ruins
	</li>
	<li>
		Fixed: Crash when breaking an anvil mold
	</li>
	<li>
		Fixed: Rare crash when another player holds hot items in tongs. Github #6783
	</li>
	<li>
		Fixed: Occasional crash when typing that would delete selected text
	</li>
	<li>
		Fixed: Game crash when clicking tutorial links to open the handbook
	</li>
	<li>
		Fixed: Rare crash for Hopper picking up food item during off-thread item physics
	</li>
	<li>
		Fixed: Prevent game crash when ground storage placing above world height. Github #7023
	</li>
	<li>
		Fixed: Minor fixes and changes to story locations and one ruin
	</li>
	<li>
		Fixed: Errors during worldgen when generating the story locations
	</li>
	<li>
		Fixed: Tower elevator up/down arrows were hidden by the up/down levers when player was seated at the elevator position in front of the up/down levers
	</li>
	<li>
		Fixed: Multi player fight Eidolon dropped elucidatory vessel at &gt;1 stack size instead of multiple with 1 stack size
	</li>
	<li>
		Fixed: Missing death message translations for deer and goats
	</li>
	<li>
		Fixed: Missing language string for dead partially tamed elk, and inconsistent capitalization for other elk
	</li>
	<li>
		Fixed: Unable to type a - symbol into an empty number input box for negative numbers
	</li>
	<li>
		Fixed: Ctrl/Shift modifier no longer working on number inputs in GUIs
	</li>
	<li>
		Fixed: In Settings, a slider could occasionally crash when being scrolled with the mouse wheel
	</li>
	<li>
		Fixed: When loading older save games in 1.21.x, only update region maps if necessary
	</li>
	<li>
		Fixed: Command <em>/weather setw</em> still did not clear fog from sandstorms
	</li>
	<li>
		Fixed: Allow command <em>/fixmapping applyall force</em> to be run from the server console
	</li>
	<li>
		Fixed: Reduce the incidence of a rare shader compile error on certain GPUs. Github #7015
	</li>
	<li>
		Fixed: Re-add ModMaker to the Mac build
	</li>
	<li>
		API Note: Calendar.TotalHours had bad documentation. It is not the amount of hours elapsed since game start, but amount of hours elapsed since january 1st of the year the game world started. To get actual game start ingame hours you can now use Calendar.ElapsedHours - which already existed before but returned the wrong value
	</li>
	<li>
		API Tweak: Make EntityBehaviorRideable.GetNextGait() virtual, as well as EntityBehaviorGait.SetIdle() and IsIdleGait()
	</li>
	<li>
		API Tweak: The categorycode for the utilities slot has now been broken up into different codes for different types of items.  These include: "pot" for cooking pots and crocks, "bladefalx" for falxes, "blade1m" for weapons about 1m long, "bowsmall" for simple and crude bows, and "bowlong" for recurve and long bows.
	</li>
	<li>
		API Tweak: Mortally woundable behavior now checks animation code names from the entity json, instead of animation names directly
	</li>
	<li>
		API Tweak: Allow a renderer, when registered, to also reserve a range within RenderOrder for itself and one other renderer type
	</li>
	<li>
		API Tweak: Attempt to kill game on launch if a mod assembly is already loaded
	</li>
	<li>
		API Fixed: BlockEntityBookshelf NRE crash when using a modded bookshelf with no type
	</li>
	<li>
		API Fixed: Single ingredient modded pies show incorrect name in handbook
	</li>
	<li>
		API Fixed: Handbook would freeze game entirely sometimes when looking at ingredients for meals with a Quantity set higher than 1
	</li>
	<li>
		API Fixed: Modded tool molds would not always display proper output in handbook 
	</li>
	<li>
		API Fixed: Crash if a mod added the ability to place bowls on elk, boats, or similar
	</li>
	<li>
		API Fixed: Duplicate keys are created for POI Registry dictionary - wispae
	</li>
	<li>
		API Fixed: Defining any textureSizes: [] in a model caused it to ignore the default TextureWidth/TextureHeight
	</li>
</ul>

<p>
	<br />
	<strong>Game updates since v1.21.2-rc.3</strong>
</p>

<ul>
	<li>
		Fixed: Broken player rendering when revisiting a sailboat
	</li>
	<li>
		Fixed: Constantly changing rift activity introduced in 1.21.2-rc.2
	</li>
	<li>
		Fixed: Version 1.21.2-rc.3 would fail to start on some hosted Linux servers
	</li>
	<li>
		Fixed: Furniture trader was selling raw fireclay. Now it's the commodity trader
	</li>
	<li>
		Fixed: Player hunger fix was not applied
	</li>
	<li>
		Fixed: suppressDesertStorm worldconfig not working
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">427</guid><pubDate>Sun, 05 Oct 2025 08:48:00 +0000</pubDate></item><item><title>Development update, September 2025</title><link>https://www.vintagestory.at/blog.html/news/development-update-september-2025-r425/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Vantastic Vintarians</strong></span><br />
	Vividly voicing for you the ventures we’re forging.<br />
	<br />
	I've been trying to write this blog post for the last 2 weeks, surely didn't help catching a cold in the middle of all of it. Anyhow. Time for an update, let's get right into it!<br />
	<br />
	<strong><span style="font-size:20px;">Vintage Story</span></strong>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image ipsAttachLink_right" href="https://media.invisioncic.com/r268468/monthly_2025_10/traderposts.png.b2a2565c3673114ef4082da2fa78dd8f.png" rel="external nofollow" style="float:right;"><img alt="New Trader Outpust Aesthetic Blocks" class="ipsImage ipsImage_thumbnailed" data-fileid="32005" data-ratio="103.14" style="width:350px;height:auto;" width="727" src="//media.vintagestory.at/monthly_2025_10/traderposts.thumb.png.794267243ecf78710910796699a13c8b.png" /></a>As you might have noticed, we've been fixing bugs and balancing mechanics feverishly over the last few weeks, with 1.21.2 alone becoming a 150 changes big update. Now that I've somewhat recovered, we should be able to push a stable 1.21.2 out within the next 1 to 2 days and then hopefully, move on to 1.22 which will heavily focus on game mechanics.
</p>

<p>
	Possibly to my own detriment, I can show you the roadmap for 1.22, but again, huge disclaimer, this is an aspirational plan - and I really mean it when I say that. We rarely fully implement the entire roadmap for any update.
</p>

<ul>
	<li>
		We will be researching the feasibility of Rivers
	</li>
	<li>
		Reworked trader outposts (with some new aesthetic blocks as shown in the screenshot)
	</li>
	<li>
		Procedural dungeons
	</li>
	<li>
		Berry bush rework (i.e. add greater mechanical depth to them)
	</li>
	<li>
		Possibly fishing
	</li>
	<li>
		New Mechanical Power blocks (Water wheels, Flywheels, Elevators, Grinding wheels and more)
	</li>
	<li>
		Item heating overhaul
	</li>
	<li>
		Status Effects System
	</li>
	<li>
		Quenching, Tempering and Annealing system (Risk/Reward based tool improvement mechanic)
	</li>
	<li>
		Lots of other minor things that we usually do
	</li>
</ul>

<p>
	Due to the amount of new content, this update will probably be one of the slower ones to release again, compared to the 1.21 update. Rest assured, we'll do our best to make it worth your wait! <br />
	<br />
	We've also not been idle on the hiring end - we have <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.vintagestory.at/profile/135972-maltiez/?do=hovercard" data-mentionid="135972" href="https://www.vintagestory.at/profile/135972-maltiez/" rel="">@Maltiez</a> helping us out in improving the mod api, we are currently in talks on getting a sysadmin on board, and we're likely going to soon post a web developer position so we can separate out the 2 other projects of Anego Studios onto their own websites and community platforms. <br />
	<br />
	Until then, here's a few words from the new team which is working on what I originally coined as "the new adventure mode", now renamed into something more adequate!<br />
	 
</p>

<p>
	<strong><span style="font-size:20px;">Project "Glint"</span></strong>
</p>

<p>
	Ahoy there! 
</p>

<p>
	I'm Goblin, and I'm the senior game design lead on a new game from Anego Studios, which is codenamed "Project Glint". I'm excited to have this chance to introduce the new team, say a little bit about what we're hoping to achieve with Project Glint, and invite you to join us on this new journey!
</p>

<p>
	The Project Glint team is made up of voxel game veterans with a passion for adventure games and RPGs. Many of us worked most recently on Hytale at Hypixel Studios, while others bring their experience as contributors to the Minecraft Marketplace and Vintage Story. We are:
</p>

<p>
	Goblin - Game Designer and Team Lead<br />
	codename_B - Technical Designer/Engineer<br />
	ElsewhereHere - Art Director<br />
	Bob Nelson - Concept Artist<br />
	Chris Thursten - Narrative Designer
</p>

<p>
	We're excited to do something new with Project Glint. Our goal is to create a novel voxel RPG experience that uses a blocky world as a platform for narrative, exploration and adventure. Project Glint won't be connected to Vintage Story, but it will use the same engine and we hope that the new tech and features we develop will ultimately benefit both games. Where Vintage Story is an uncompromising survival experience, Project Glint is intended to be more focused on RPG pillars like exploration, storytelling, and combat.<br />
	<br />
	Currently we are defining the fantasy setting of Project Glint, while our technical designer is breaking new grounds on tooling, which will also greatly benefit the <strong>Vintage Story modding community</strong> - such as the <a href="https://github.com/Darkluke1111/BlockbenchPlugins/pull/5" rel="external nofollow">VS Animation Support PR to Blockbench</a>! Here's a screenshot of it in action<br />
	<a class="ipsAttachLink ipsAttachLink_image" href="https://media.invisioncic.com/r268468/monthly_2025_10/optimizedbone.gif.9f2c2b857c862f7dccfd3841b4b4852a.gif" rel="external nofollow"><img alt="optimizedbone.thumb.gif.08a8dac5ad7d4deb61bbce666eb07fed.gif" class="ipsImage ipsImage_thumbnailed" data-fileid="32006" data-ratio="55.00" style="width:800px;height:440px;" width="1000" src="//media.vintagestory.at/monthly_2025_10/optimizedbone.thumb.gif.08a8dac5ad7d4deb61bbce666eb07fed.gif" /></a><br />
	<br />
	Even though these are still very early days, it's really exciting to be breaking into new territory and we can't wait to share more when we're ready. 
</p>

<p>
	Also, we're still building the team! We're currently looking for a level designer to join us. If that sounds like it might be you, <a href="https://www.vintagestory.at/jobs.html/" rel="">consider applying</a>!
</p>

<p>
	See you over the horizon!
</p>

<p>
	- Goblin
</p>
]]></description><guid isPermaLink="false">425</guid><pubDate>Sat, 04 Oct 2025 14:35:00 +0000</pubDate></item><item><title>v1.21.2-rc.3 Story Chapter 2 Redux, TOPS-Lagspike patch</title><link>https://www.vintagestory.at/blog.html/news/v1212-rc3-story-chapter-2-redux-tops-lagspike-patch-r426/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.2-rc.3, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	So we broke a couple of things in -rc.1 and -rc.2, those are now fixed. In the process, we fixed a whole load more...<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="31879" href="//media.vintagestory.at/monthly_2025_09/2025-09-27_20-47-08.png.da7543e28492b1844c2ec18b1cb2736e.png" rel=""><img alt="2025-09-27_20-47-08.thumb.png.6079c1f715ba35bc9d7a6330883ef1e7.png" class="ipsImage ipsImage_thumbnailed" data-fileid="31879" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_09/2025-09-27_20-47-08.thumb.png.6079c1f715ba35bc9d7a6330883ef1e7.png" /></a><br />
	<span style="font-size:12px;">Screenshot by F1nchhh, shared on Discord #screenshots channel</span><br />
	 
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: First 3 days in game now start with low rift weather (for real this time!)
	</li>
	<li>
		Tweak: Further <strong>buffed the Rift Ward</strong> (radius 40 =&gt; 50 blocks, 14 days fuel =&gt; 21 days fuel per temporal gear, 5% chance of failing to block rifts =&gt; 2.5% chance of failing to block rifts)
	</li>
	<li>
		Tweak: Scrambled eggs meal model revised and updated to have melted-cheesy-goodness!
	</li>
	<li>
		Tweak: Game now removes username from file paths printed in log files
	</li>
	<li>
		Tweak: Command <em>.debug wireframe</em> now has an alias: <em>.debug wf</em>
	</li>
	<li>
		Tweak: New command <em>/entity find</em> to find specific entities (e.g. missing villagers), usually accessible to server moderators
	</li>
	<li>
		Tweak: Certain other <em>/entity</em> information commands (e.g. <em>/entity count</em>, <em>/entity countg</em>, <em>/entity list</em>, <em>/entity locateg</em>) are now usually accessible to server moderators
	</li>
	<li>
		Fixed: Player could be rail-roaded (sideways movement blocked) when walking along a path edge
	</li>
	<li>
		Fixed: Player <strong>not able to step </strong>up small heights when they formed a corner
	</li>
	<li>
		Fixed: <strong>Bandages could not be used </strong>while jumping
	</li>
	<li>
		Fixed: <strong>Player hunger sometimes not decreasing</strong> for a long time, after combi of a large meal and healing. Github #5688 #5815 #5516, with thanks to @traugdor
	</li>
	<li>
		Fixed: Elk fixes
		<ul>
			<li>
				Fixed: For an elk with a snaffle bridle, the sprinting control was broken in 1.21.2-rc.1 and -rc.2
			</li>
			<li>
				Fixed: Elk with a snaffle bridle would keep walking forwards if only left/right movement buttons were pressed
			</li>
			<li>
				API Fixed: Unable to place saddle on semi-tamed elk
			</li>
		</ul>
	</li>
	<li>
		Fixed: Village fixes
		<ul>
			<li>
				Villagers and lore mobs (drifters etc) no longer attack each other. Villagers attempt to flee from lore mobs when in close proximity
			</li>
			<li>
				Make villagers clear their hands before holding weapons
			</li>
			<li>
				Attempt to fix Wall getting stuck at north gate
			</li>
			<li>
				Fix Kat getting stuck in her house at certain times and situations
			</li>
		</ul>
	</li>
	<li>
		Fixed: Players were able to use a knife to remove decor from chiseled blocks in claimed areas
	</li>
	<li>
		Fixed: Ratlines on sailships could not be mounted
	</li>
	<li>
		Fixed: Labeled chest wouldn't let you properly type in full width messages
	</li>
	<li>
		Fixed: Animals in basket traps which had been caught in 1.20 and earlier game versions could not be released in 1.21.x
	</li>
	<li>
		Fixed: There could be incorrect block shading next to stairs in some orientations
	</li>
	<li>
		Fixed: Adding a single shield to the armor stand rendered two of them - one on each hand
	</li>
	<li>
		Fixed: Crash when breaking invalid chiseled blocks in ruins
	</li>
	<li>
		Fixed: Crash when breaking an anvil mold
	</li>
	<li>
		Fixed: In Settings, a slider could occasionally crash when being scrolled with the mouse wheel
	</li>
	<li>
		Fixed: Handbook grid recipe spacing for bear pelt recipe was incorrect for some GUI scales
	</li>
	<li>
		Fixed: Margins on grid recipes in handbook would be incorrectly scaled on non-default scale sizes
	</li>
	<li>
		Fixed: Base return teleporter invisible when first placed (introduced in 1.21.2-rc.1 and -rc.2)
	</li>
	<li>
		Fixed: Large memory leak in long-running multiplayer servers, introduced in 1.21.2-rc.1 and -rc.2
	</li>
	<li>
		Fixed: Logged error when placing Base Return Teleporter
	</li>
	<li>
		Fixed: Clay tile pile shape was missing
	</li>
	<li>
		Recipe fixes:
		<ul>
			<li>
				Nickel plates did not have a smithing recipe
			</li>
			<li>
				Packed dirt recipe required a blank top row in the grid
			</li>
			<li>
				Clay forming recipe for hoe mold did not match the shape of the output mold
			</li>
		</ul>
	</li>
	<li>
		Fixed: Some wolf animations playing when they should not
	</li>
	<li>
		Fixed: Minor fixes and changes to story locations and one ruin
	</li>
	<li>
		Fixed: When loading older save games in 1.21.x, only update region maps if necessary
	</li>
	<li>
		API Tweak: Make EntityBehaviorRideable.GetNextGait() virtual, as well as EntityBehaviorGait.SetIdle() and IsIdleGait()
	</li>
	<li>
		API Tweak: The categorycode for the utilities slot has now been broken up into different codes for different types of items.  These include: "pot" for cooking pots and crocks, "bladefalx" for falxes, "blade1m" for weapons about 1m long, "bowsmall" for simple and crude bows, and "bowlong" for recurve and long bows.
	</li>
	<li>
		API Note: Calendar.TotalHours had bad documentation. It is not the amount of hours elapsed since game start, but amount of hours elapsed since january 1st of the year the game world started. To get actual game start ingame hours you can now use Calendar.ElapsedHours - which already existed before but returned the wrong value
	</li>
	<li>
		API Fixed: BlockEntityBookshelf NRE crash when using a modded bookshelf with no type
	</li>
	<li>
		API Fixed: Single ingredient modded pies show incorrect name in handbook
	</li>
	<li>
		API Fixed: Handbook would freeze game entirely sometimes when looking at ingredients for meals with a Quantity set higher than 1
	</li>
	<li>
		API Fixed: Modded tool molds would not always display proper output in handbook
	</li>
</ul>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">426</guid><pubDate>Tue, 30 Sep 2025 16:25:00 +0000</pubDate></item><item><title>v1.21.2-rc.1/rc.2 Story Chapter 2 Redux, TOPS-Lagspike patch</title><link>https://www.vintagestory.at/blog.html/news/v1212-rc1rc2-story-chapter-2-redux-tops-lagspike-patch-r424/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.2-rc.1/rc.2, an unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="31470" href="//media.vintagestory.at/monthly_2025_09/2025-09-21_21-58-44.jpg.24b6737f12c9b0fb0089a904e958eb8c.jpg" rel=""><img alt="2025-09-21_21-58-44.thumb.jpg.3f86c52a04a269b3ef1fababf85b5234.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="31470" data-ratio="102.88" width="729" src="//media.vintagestory.at/monthly_2025_09/2025-09-21_21-58-44.thumb.jpg.3f86c52a04a269b3ef1fababf85b5234.jpg" /></a><br />
	<span style="font-size:12px;">Screenshot by Plipp, shared on #screenshots on Discord</span><br />
	<br />
	[Edit:] Also released rc.2 to account for a possible future fix for the prospecting on border regions.<br />
	<br />
	This update addresses several significant areas of the game that I want to mention here specifically:
</p>

<ul>
	<li>
		Near spawn on our official server (also known as TOPS) players have built very large storage areas - we were able to significantly reduce chunk loading lag spikes caused by these
	</li>
	<li>
		Unfortunately a change we've made in 1.21 caused wrong Prospecting Pick results in some areas in older worlds, specifically within a few hundred blocks of a 1.20=&gt;1.21 chunk border. This is now fixed for new worldgen, but readings in old border regions will remain incorrect, for now. ("Old border regions" are the places close to what <em>was</em> the edge of the world, when a server first moved from game version 1.20.12 to game version 1.21.0 or 1.21.1.) We will see if perhaps we can address this further through other means 
	</li>
	<li>
		We did a lot of work in getting Elk riding as smooth and tightly controlled as possible in both Single Player and Multiplayer
	</li>
	<li>
		Our second boss fight should be less janky now.
	</li>
</ul>

<p>
	 
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Moon appearance reverted to a squared appearance, but with correct level of illumination (WIP)
	</li>
	<li>
		Tweak: Reduce mob spawn on medium, high and very high rift activity (low and apocalyptic activity unchanged)
	</li>
	<li>
		Tweak: More intense torch particles
	</li>
	<li>
		Tweak: Height of ground-placed hitboxes of crucibles, crocks, and pots reduced to make it easier to target them when placed on a table
	</li>
	<li>
		Tweak: Stone spears can now be ground stored on 2-block high walls instead of 3.
	</li>
	<li>
		Tweak: Sleek doors are now airtight, and will create a room such as a cellar or greenhouse
	</li>
	<li>
		Tweak: Tool and Ingot molds show metal breaking when using a chisel
	</li>
	<li>
		Tweak: When breaking ingot molds, only the one you're pointing at will break
	</li>
	<li>
		Tweak: Pillion now has max stacksize of 1, consistent with saddle and other elk tack
	</li>
	<li>
		Tweak: Updated community translations, added a Hungarian translation
	</li>
	<li>
		Tweak: Add debug logging for villagers spawning and de-spawning
	</li>
	<li>
		Tweak: Added player pitch to the HUD debug screen
	</li>
	<li>
		Tweak: Command entity selector can now specify a tag to match, e.g. <em>e[tag=helloworld]</em>
	</li>
	<li>
		Tweak: Command <em>/entity locateg</em> now has an alias: <em>/entity find</em>
	</li>
	<li>
		Tweak: Catch the most common OpenGL errors at startup and provide more helpful error message. Github #6888
	</li>
	<li>
		Tweak: On Linux installations, revert using DRI_PRIME=1 by default <span style="font-size:12px;">[Details: that setting may select the wrong GPU on some systems, if the dedicated GPU is actually 0.  So now the setting is not present by default, but the player can easily uncomment that line in the <em>run.sh</em> to enable it if appropriate for that system, has to be done manually for now.]</span>
	</li>
	<li>
		Tweak: On MacOS installations, enable .Net server garbage collection to help with constant lag spikes
	</li>
	<li>
		Tweak: For Intel Arc GPUs, add recommendation about allowSSBOs setting at game start
	</li>
	<li>
		Performance: Higher frame rate when rendering large numbers of signs
	</li>
	<li>
		Performance: Improved loading times for translocators, teleporters, rift wards (and cheese curds bundle!)
	</li>
	<li>
		Performance: Improved loading times for large numbers of signs
	</li>
	<li>
		Performance: Improved loading times for large numbers of crates and labelled crates
	</li>
	<li>
		Performance: Improved loading times for barrels (on both server and client)
	</li>
	<li>
		Performance: Fixed various potential memory VAO memory leaks on game exit (seen in client-debug.log)
	</li>
	<li>
		Fixed: Lots of work to fix jitter and animation syncing oddities when riding an Elk in Single Player and Multiplayer. Plus tighter controls.
	</li>
	<li>
		Fixed: Elk body could be tilted the wrong way when it steps down or up, especially while walking backwards (the fix applies to all creatures but most obvious on a ridden Elk)
	</li>
	<li>
		Fixed: Temporary workaround: <strong>If entities/tooltips become invisible, turning Ambient Sound level to 0 should now fix it. </strong>Github #6946
	</li>
	<li>
		Fixed: Some poultice healing still cancelling when in the air
	</li>
	<li>
		Fixed: Rare crash when another player holds hot items in tongs. Github #6783
	</li>
	<li>
		Fixed: Long-standing lighting bug where rooms and caves do not always become dark when closed. Github #6717
	</li>
	<li>
		Fixed: Propick density search mode readings in areas originally created in very old saves (1.18 and older) could become incorrect when nearby (map border) areas were generated in game version 1.21.x
	</li>
	<li>
		Fixed: A villager buying selling things that he shouldn't (Folds)
	</li>
	<li>
		Fixed: Occasional crash when typing that would delete selected text
	</li>
	<li>
		Fixed: Unable to type a - symbol into an empty number input box for negative numbers
	</li>
	<li>
		Fixed: Many issues with the 2nd boss fight
		<ul>
			<li>
				Fixed hideous flight paths
			</li>
			<li>
				Fixed hideous hurt animation when it was on ground
			</li>
			<li>
				Shields not blocking projectiles if they came from a relatively high angle
			</li>
			<li>
				Not able to hit boss when inside its hitbox
			</li>
			<li>
				Picked up projectiles turning into stones when collected
			</li>
			<li>
				Stays a little longer on the ground on the slam attack for melee attacks and no longer slides away
			</li>
		</ul>
	</li>
	<li>
		Fixed: Bowls in the village were missing
	</li>
	<li>
		Fixed: Block breaking overlay missing on all chiseled blocks
	</li>
	<li>
		Fixed: Excavating out a ruin in sand did not remove the sand first
	</li>
	<li>
		Fixed: Wood path recipe no longer shapeless, to not conflict with the crate recipe
	</li>
	<li>
		Fixed: Z-fighting on distant wood path
	</li>
	<li>
		Fixed: Bad held transform on the Rift Ward
	</li>
	<li>
		Fixed: Ctrl/Shift modifier no longer working on number inputs in GUIs
	</li>
	<li>
		Fixed: Wrong block breaking decal on tool and ingot molds
	</li>
	<li>
		Fixed: Block breaking decal on trunk not disappearing in some cases
	</li>
	<li>
		Fixed: Pick block will properly select the ingot mold you are pointing at
	</li>
	<li>
		Fixed: Quern handles z-fighting with adjacent forge (they'll still clip)
	</li>
	<li>
		Fixed: Cozy bed did not have sleep hours
	</li>
	<li>
		Fixed: Bear hide leg armor selection box when dropped on ground was way off
	</li>
	<li>
		Fixed: Dark fins on salmon and mahi-mahi
	</li>
	<li>
		Fixed: Resolved an issue where failing to set up a player on their first join could prevent them from being saved correctly in the savegame
	</li>
	<li>
		Fixed: Placing beams in IFP mode was fiddly because of small camera motion right on placement
	</li>
	<li>
		Fixed: Mitigated crucible pouring particles way off
	</li>
	<li>
		Fixed: Reduced bear spawn chance back to 1.20 levels
	</li>
	<li>
		Fixed: Particles falling on fence floating mid-air
	</li>
	<li>
		Fixed: Game crash when clicking tutorial links to open the handbook
	</li>
	<li>
		Fixed: Handbook search input would always reset once a tutorial was started
	</li>
	<li>
		Fixed: Errors during worldgen when generating the story locations
	</li>
	<li>
		Fixed: Missing death message translations for deer and goats
	</li>
	<li>
		Fixed: Missing self teal glow after respawning
	</li>
	<li>
		Fixed: Flat fog from weather no longer reduces deep cave visibility
	</li>
	<li>
		Fixed: Rare crash for Hopper picking up food item during off-thread item physics
	</li>
	<li>
		Fixed: Prevent game crash when ground storage placing above world height. Github #7023
	</li>
	<li>
		Fixed: Might reduce mobs clipping into player as they run towards them
	</li>
	<li>
		Fixed: Tower elevator up/down arrows were hidden by the up/down levers when player was seated at the elevator position in front of the up/down levers
	</li>
	<li>
		Fixed: Thatch blocks had poorly aligned textures and incorrect textures.  Now should match hay blocks better
	</li>
	<li>
		Fixed: Multi player fight Eidolon dropped elucidatory vessel at &gt;1 stack size instead of multiple with 1 stack size
	</li>
	<li>
		Fixed: Command <em>/weather setw still</em> did not clear fog from sandstorms
	</li>
	<li>
		Fixed: Allow command <em>/fixmapping applyall force</em> to be run from the server console
	</li>
	<li>
		Fixed: Dead tame and semi-tamed elk would remain standing up
	</li>
	<li>
		Fixed: Missing language string for dead partially tamed elk, and inconsistent capitalization for other elk
	</li>
	<li>
		Fixed: Cupronickel plates could not be smithed.
	</li>
	<li>
		Fixed: Art objects were sunken into base of display cases.
	</li>
	<li>
		Fixed: Adult pigs were not being aggressive towards the player when piglets were around.
	</li>
	<li>
		Fixed: Reduce the incidence of a rare shader compile error on certain GPUs. Github #7015
	</li>
	<li>
		Fixed: Re-add ModMaker to the Mac build
	</li>
	<li>
		API Tweak: Mortally woundable behavior now checks animation code names from the entity json, instead of animation names directly
	</li>
	<li>
		API Fixed: Crash if a mod added the ability to place bowls on elk, boats, or similar
	</li>
	<li>
		API Fixed: Duplicate keys are created for POI Registry dictionary - wispae
	</li>
	<li>
		API Fixed: Defining any textureSizes: [] in a model caused it to ignore the default TextureWidth/TextureHeight
	</li>
	<li>
		API Tweak: Allow a renderer, when registered, to also reserve a range within RenderOrder for itself and one other renderer type
	</li>
	<li>
		API Tweak: Attempt to kill game on launch if a mod assembly is already loaded
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">424</guid><pubDate>Wed, 24 Sep 2025 07:51:00 +0000</pubDate></item><item><title>v1.21.1 - Story Chapter 2 Redux, Patch #1 stable</title><link>https://www.vintagestory.at/blog.html/news/v1211-story-chapter-2-redux-patch-1-stable-r423/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.1, a stable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	Another 100 tweaks and fixes closer to salvation. \o/<br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30829" href="//media.vintagestory.at/monthly_2025_09/2025-09-08_20-23-26.png.e7846b96d35a8903ef862ba1078682bf.png" rel=""><img alt="2025-09-08_20-23-26.thumb.png.3b4384edbd9899b4c07216d6667cc387.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30829" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_09/2025-09-08_20-23-26.thumb.png.3b4384edbd9899b4c07216d6667cc387.png" /></a><br />
	<span style="font-size:12px;">Oven hut by Crustacean Oreo, shared in #screenshots on Discord</span>
</p>

<p>
	<strong>Game updates since 1.21.0</strong>
</p>

<ul>
	<li>
		Tweak: Gameplay balancing changes
		<ul>
			<li>
				Provide 50% rain protection for all the other hats (some already had it in 1.21.0)
			</li>
			<li>
				Healing with a poultice will no longer cancel when off the ground
			</li>
			<li>
				The important Lore blocks/entities now all emit the same consistent type of particles to better visualize what is interactable
			</li>
			<li>
				Various minor changes to the rarity of bears, elks, deer, goat and moose. In particular, deer are now more common
			</li>
			<li>
				Increase max head turn angle when riding an elk from 85° to 105°
			</li>
			<li>
				Headless bear pelts can be turned into generic pelts (for use in other recipes that use generic pelts)
			</li>
			<li>
				Can now craft arrows from obsidian as well as other stone
			</li>
			<li>
				Reduce timeswitch cooldown from 3s to 2s
			</li>
			<li>
				Increase locust spawns during Eidolon fight
			</li>
		</ul>
	</li>
	<li>
		Tweak: Artisan trader no longer sells complete tile blocks, but individual tiles, that player must then craft into blocks or slabs (using mortar).
	</li>
	<li>
		Tweak: Moose are solitary animals: if females and males happen to spawn close by each other, the female will not follow the male
	</li>
	<li>
		Tweak: Female hares can now breed with adult male hares of any type, does not have to match their own type
	</li>
	<li>
		Tweak: Baby rabbits now also seek food to eat
	</li>
	<li>
		Tweak: Further adjustments to deer walking speeds
	</li>
	<li>
		Tweak: Color grading fine tuning. Should fix cases of extremely bright fog
	</li>
	<li>
		Handbook tweaks:
		<ul>
			<li>
				Added two more hints to the Prospecting Guide
			</li>
			<li>
				In the Starter Guide, torches are now linked to the torch page
			</li>
			<li>
				Cattails plant included in search result for "reeds"
			</li>
			<li>
				In arrow descriptions, less confusing piercing damage modifier info
			</li>
			<li>
				The Cheesemaking Guide wrote that cheese could be made from 25 liters of milk or 50 liters of milk. In practice salt could previously only be added for increments of 10 liters of milk at a time, so that 25 liters of milk was not actually possible. Now it is: salt is now added for increments of 5 liters of milk. Also added some links within this guide. 
			</li>
		</ul>
	</li>
	<li>
		Tweak: Books now have limits: title cannot exceed 80 characters, text cannot exceed 80000 characters
	</li>
	<li>
		Tweak: In the Journal GUI, better spacing between chapters
	</li>
	<li>
		Tweak: For commands specifying entities using <em>e[]</em>, throw error if an invalid entity selector (or no selector) is used. To select all entities, use entity selector <em>e[!]</em>. Prevents accidental teleporting of all entities e.g. via <em>/tp e[1231] tyron</em>
	</li>
	<li>
		Tweak: For commands specifying entities, the help example text is now correct for the updated gazelle entity type code
	</li>
	<li>
		Tweak: Added <em>/serverconfig modwhitelist/modblacklist</em> to modify the mod black and whitelist
	</li>
	<li>
		Tweak: Added capability to display a notification inside the server hosting dashboard for future maintenance windows
	</li>
	<li>
		Tweak: Disable "World Settings" button in the server dashboard - it is not supported at this point
	</li>
	<li>
		Tweak: On Linux when using AMD or Intel GPUs let the mesa driver try to use the dedicated GPU if multiple are available
	</li>
	<li>
		<strong>Fixed: Crash for some players updating 1.20 worlds to 1.21</strong>  <span style="font-size:14px;">[technical info: occurs prior to remapping, in some cases where the game tries to render ground storage with unremapped contents]</span>
	</li>
	<li>
		Fixed: Game crash on upgraded savegames from 1.20 worlds with bugged shields
	</li>
	<li>
		Fixed: Claims with a grant from game version 1.20 or before would not allow to open doors for permitted players or groups
	</li>
	<li>
		Fixed: Grass or snow blocks sometimes floating in the air. Github #6799
	</li>
	<li>
		Fixed: Sometimes attack sounds were playing twice
	</li>
	<li>
		Fixed: Attacking drifters/shivers/bowtorn with a falx would sometimes open their inventory on death
	</li>
	<li>
		Fixed: Armor stand sometimes spawning with weird or invalid items on them in ruins <span style="font-size:14px;">[note: armor stands already spawned before this patch may still be broken. If there is no player build nearby you can stand next to them and use command <em>/wgen regen 0</em> to regenerate]</span>
	</li>
	<li>
		Fixed: (in progress) Game crashing occasionally on accessing storage, now gives more info in the crash report
	</li>
	<li>
		Fixed: Barber-induced nudism (#6775)
	</li>
	<li>
		Fixed: Figureheads would not display the proper material on boats
	</li>
	<li>
		Fixed: Some metal trapdoors had incorrect textures
	</li>
	<li>
		Fixed: Metal trapdoors made wooden sounds
	</li>
	<li>
		Fixed: Some metal blocks were not craftable
	</li>
	<li>
		Fixed: Metal support beams had their material set as wood
	</li>
	<li>
		Fixed: Female hares would not be baited by basket traps unless ready to mate
	</li>
	<li>
		Fixed: Various unrealistic behaviors for snow-covered chiseled blocks when changing blocks above or below
	</li>
	<li>
		Visual fixes<span>:</span>
		<ul>
			<li>
				Shadows from player held tools and weapons were missing, in 1.21.0
			</li>
			<li>
				Items would occasionally not be visible
			</li>
			<li>
				Fixed faint black lines between some grassy topsoil blocks, in 1.21.0
			</li>
			<li>
				Sunflower leaves wind motion was all wrong, in 1.21.0
			</li>
			<li>
				Ocean waves now less jerky in strong wind conditions
			</li>
			<li>
				In an inventory, grubs, some bracelets, and clutter ports, could clip through other GUIs
			</li>
			<li>
				Silver/gold/iron/steel axe heads wrongly positioned when held in tongs
			</li>
			<li>
				Cooking pots with meals in them would not display the proper texture on an elk
			</li>
			<li>
				Bowl with meal had mis-colored bottom face.  Also changed all bowl models to use full bottom face
			</li>
			<li>
				Ground-placed seed bags were far too large
			</li>
			<li>
				Hair and hats were showing through helmets, and other clothing conflicts
			</li>
			<li>
				Typo in curly top bun hairstyle prevented it from hiding properly with clothing and armor
			</li>
			<li>
				Pristine Nadiyan miner boots were using dirty miner boots texture
			</li>
			<li>
				Gaps in roofing models and removed z-fighting <span style="font-size:14px;">[note, clay shingles still have a twinge of z-fighting, but it should be much less noticeable now]</span>
			</li>
			<li>
				Z-fighting on firestarter model
			</li>
			<li>
				Sedge had bad GUI transform
			</li>
		</ul>
	</li>
	<li>
		Fixed: Ingot molds and tools placed on the ground would sometimes change position
	</li>
	<li>
		Fixed: Unable to fill a fruitpress with the full 10L worth of honeycomb
	</li>
	<li>
		Fixed: Attempt to fix issues with bees not spreading to empty skeps, until the area is revisited. Github #6924
	</li>
	<li>
		Fixed: Angry bee swarm could attack the sailboat
	</li>
	<li>
		Fixed: Missing interaction help for harvestable skep
	</li>
	<li>
		Fixed: Invisible chunks with saplings, if saplings in pots were seen previously. Github #6813
	</li>
	<li>
		Fixed: Crash when breaking saplings, if saplings in pots were seen previously
	</li>
	<li>
		Fixed: Corruption of a single block mesh no longer makes the whole chunk invisible. Github #6813
	</li>
	<li>
		Fixed: Corruption of a single player data no longer prevents the game from getting autosaved (we had this happen on TOPS)
	</li>
	<li>
		Fixed: Crash for Water Striders. Github #6915
	</li>
	<li>
		Fixed: Client crash when server logging of block changes (LogBlockBreakPlace) is enabled and a chisel material with a stack size of 1 is added
	</li>
	<li>
		Fixed: Game crashing when opening a command block twice
	</li>
	<li>
		Fixed: Stainless steel items should have been excluded from handbook, but some had a typo in their entries, so were still showing
	</li>
	<li>
		Fixed: Handbook description incorrectly claimed nuggets needed to be evenly spread across crucible slots
	</li>
	<li>
		Fixed: Hide armor json had unnecessary durability entries
	</li>
	<li>
		Fixed: Small fixes to the Devastation tower
	</li>
	<li>
		Fixed: Monsters in passive worlds would not fight back even when attacked
	</li>
	<li>
		Fixed: Saffron milkcap mushrooms never spawned in the world
	</li>
	<li>
		Fixed: Stacked bowls of glue would use up too much glue for the amount repaired
	</li>
	<li>
		Fixed: Gear and skull figureheads had the same grid recipe
	</li>
	<li>
		Fixed: Mitigate extreme face clipping into rider with elk passenger
	</li>
	<li>
		Fixed: Saddle breaks required for elk would reset when game was restarted
	</li>
	<li>
		Fixed: Tamed albino elk had missing translation entries in info HUD
	</li>
	<li>
		Fixed: Gazelles were missing dead localization strings
	</li>
	<li>
		Fixed: New fish were missing dead localization strings
	</li>
	<li>
		Fixed: Many wall scribbles in a 2nd story chapter location lacked localization
	</li>
	<li>
		Fixed: Command <em>/weather setw</em> still did not clear sandstorm ambient
	</li>
	<li>
		Fixed: Single player game would crash if clientsetting <em>forceUdpOverTcp</em> was true
	</li>
	<li>
		Fixed: Shader compile warning
	</li>
	<li>
		Fixed: OpenGL errors at game start were sometimes wrongly appearing as 'Context profiles only defined for OpenGL version 3.2 and above', potentially masking the true OpenGL error report. <span style="font-size:14px;">[In general any OpenGL error at the start is fixable by re-starting the computer or updating the graphics driver, see Github #6888]</span>
	</li>
	<li>
		Fixed: Wrong mouse cursor on the login screen
	</li>
	<li>
		Fixed: Wonky "loginfailure-ipchanged" error handling during TOTP login
	</li>
	<li>
		Fixed: Mod icons in the mod manager now have their original sharpness
	</li>
	<li>
		Fixed: Minor visual bugs in the Vintagehosting dashboard
	</li>
	<li>
		Fixed: On Linux if /proc/meminfo is not readable the client or server would crash on startup
	</li>
	<li>
		Fixed: Linux fonts not working properly if the install.sh was not run
	</li>
	<li>
		Fixed: Linux when selecting to enable mesa_glthread the fonts.conf would no longer work
	</li>
	<li>
		API Fixed: Now 'shape/' and '.json' sufixes are applied only once for attached shapes, game no longer crashes if an item that can be attached to elk is given to armor stand
	</li>
	<li>
		API Fixed: Recipe selector did not clip oversized items
	</li>
	<li>
		API Fixed: SimpleParticleProperties.Clone() was broken
	</li>
	<li>
		API Fixed: Recipes not correctly handling advanced wildcards pattern
	</li>
	<li>
		API Fixed: Able to explicitly specify a blank texturePrefixCode
	</li>
	<li>
		API Fixed: Cooking pots now set their texture prefix code per variant in JSON rather than using a code solution
	</li>
	<li>
		API Fixed: For multiply behavior, eatAnyway setting was being ignored
	</li>
	<li>
		API Fixed: DrawSvg,LoadSvg,LoadSvgWithPadding when passing null for the color it will now properly load the SVG's color
	</li>
	<li>
		API Fixed: Exception when trying to register a list of tags that have duplicates (could happen when an item or block had duplicate tags in json)
	</li>
</ul>

<p>
	<strong>Game updates since 1.21.1-rc.2</strong> (also listed above)
</p>

<ul>
	<li>
		Tweak: Added two more hints to the prospecting guide
	</li>
	<li>
		Tweak: Color grading fine tuning. Should fix cases of extremely bright fog
	</li>
	<li>
		Tweak: Added capability to display a notification inside the server hosting dashboard for future maintenance windows
	</li>
	<li>
		Fixed: Grass or snow blocks sometimes floating in the air. Github #6799
	</li>
	<li>
		Fixed: Saddle breaks required for elk would reset when game was restarted
	</li>
	<li>
		Fixed: Unbreak /tp command (and all other entity selectors). Broken in 1.21.1-rc.2
	</li>
	<li>
		Fixed: /weather setw still did not clear sandstorm ambient
	</li>
	<li>
		Fixed: Tamed albino elk had missing translation entries in info hud
	</li>
	<li>
		Fixed: Mitigate extreme face clipping into rider with elk passenger
	</li>
	<li>
		API Fixed: now 'shape/' and '.json' sufixes are applied only once for attached shapes, game no longer crashes if an item that can be attached to elk is given to armor stand
	</li>
	<li>
		API Fixed: DrawSvg,LoadSvg,LoadSvgWithPadding when passing null for the color it will now properly load the SVG's color
	</li>
</ul>
]]></description><guid isPermaLink="false">423</guid><pubDate>Tue, 09 Sep 2025 08:23:43 +0000</pubDate></item><item><title>v1.21.1-rc.2 - Story Chapter 2 Redux, Patch #1</title><link>https://www.vintagestory.at/blog.html/news/v1211-rc2-story-chapter-2-redux-patch-1-r422/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.1-rc.2, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.<br />
	<br />
	More fixes for your peak chill moments. <br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30703" href="//media.vintagestory.at/monthly_2025_09/2025-09-05_01-05-41.png.b4923cf381d412046016219dcfec1ce1.png" rel=""><img alt="2025-09-05_01-05-41.thumb.png.c8d51f653367d3dce872e85f0c4814d8.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30703" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_09/2025-09-05_01-05-41.thumb.png.c8d51f653367d3dce872e85f0c4814d8.png" /></a><br />
	<span style="font-size:12px;">"I've reached levels of chill unknown by any man". Screenshot by "Nah, I'd ham.", shared in #screenshots on Discord</span>
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Various minor changes to the rarity of bears, elks, deer, goat and moose. In particular, deer are now more common
	</li>
	<li>
		Tweak: Female hares can now breed with adult male hares of any type, does not have to match their own type
	</li>
	<li>
		Tweak: Baby rabbits now also seek food to eat
	</li>
	<li>
		Tweak: In arrow descriptions, less confusing piercing damage modifier info
	</li>
	<li>
		Tweak: In cheesemaking, salt could previously only be added in increments of 10 liters of milk at a time, so that making cheese from 25 liters of milk was not possible. Salt is now added in increments of 5 liters, so that it is. (Also added links in the handbook cheesemaking guide)
	</li>
	<li>
		Tweak: Books now have limits: title cannot exceed 80 characters, text cannot exceed 80000 characters
	</li>
	<li>
		Tweak: In the Journal GUI, better spacing between chapters
	</li>
	<li>
		Tweak: Added /serverconfig modwhitelist/modblacklist to modify the mod black and whitelist
	</li>
	<li>
		Tweak: For commands specifying entities using <em>e[]</em>, throw error if an invalid entity selector (or no selector) is used. To select all entities, use entity selector <em>e[!]</em>. Prevents accidental teleporting of all entities e.g. via <em>/tp e[1231] tyron</em>
	</li>
	<li>
		Tweak: For commands specifying entities, the help text is now correct for the updated gazelle entity type code
	</li>
	<li>
		Tweak: On Linux when using AMD or Intel GPUs let the mesa driver try to use the dedicated GPU if multiple are available
	</li>
	<li>
		Tweak: Disable "World Settings" button in the server dashboard - it is not supported at this point
	</li>
	<li>
		Fixed: Sometimes attack sounds were playing twice
	</li>
	<li>
		Fixed: Attacking drifters/shivers/bowtorn with a falx would sometimes open their inventory on death
	</li>
	<li>
		Fixed: Armor stand sometimes spawning with weird or invalid items on them in ruins
	</li>
	<li>
		Fixed: Some metal trapdoors had incorrect textures
	</li>
	<li>
		Fixed: Metal trapdoors made wooden sounds
	</li>
	<li>
		Fixed: Some metal blocks were not craftable
	</li>
	<li>
		Fixed: Female hares would not be baited by basket traps unless ready to mate
	</li>
	<li>
		Fixed: Bowl with meal had mis-colored bottom face.  Also changed all bowl models to use full bottom face
	</li>
	<li>
		Fixed: Ground-placed seed bags were far too large
	</li>
	<li>
		Fixed: Silver/gold/iron/steel axe heads wrongly positioned when held in tongs
	</li>
	<li>
		Fixed: Hair and hats were showing through helmets, and other clothing conflicts
	</li>
	<li>
		Fixed: Typo in curly top bun hairstyle prevented it from hiding properly with clothing and armor
	</li>
	<li>
		Fixed: Pristine Nadiyan miner boots were using dirty miner boots texture
	</li>
	<li>
		Fixed: Attempt to fix issues with bees not spreading to empty skeps, until the area is revisited. Github #6924
	</li>
	<li>
		Fixed: Angry bee swarm could attack the sailboat
	</li>
	<li>
		Fixed: Various unrealistic behaviors for snow-covered chiseled blocks when changing blocks above or below
	</li>
	<li>
		Fixed: Gaps in roofing models and removed z-fighting (note, clay shingles still have a twinge of z-fighting, but it should be much less noticeable now)
	</li>
	<li>
		Fixed: Faint black lines between some grassy topsoil blocks
	</li>
	<li>
		Fixed: Invisible chunks with saplings, if saplings in pots were seen previously. Github #6813
	</li>
	<li>
		Fixed: Crash when breaking saplings, if saplings in pots were seen previously
	</li>
	<li>
		Fixed: Corruption of a single block mesh no longer makes the whole chunk invisible. Github #6813
	</li>
	<li>
		Fixed: Corruption of a single player data no longer prevents the game from getting autosaved (we had this happen on TOPS)
	</li>
	<li>
		Fixed: Crash for Water Striders. Github #6915
	</li>
	<li>
		Fixed: Client crash when server logging of block changes (LogBlockBreakPlace) is enabled and a chisel material with a stack size of 1 is added
	</li>
	<li>
		Fixed: Game crashing when opening a command block twice
	</li>
	<li>
		Fixed: Stainless steel items should have been excluded from handbook, but some had a typo in their entries, so were still showing
	</li>
	<li>
		Fixed: Small fixes to the Devastation tower
	</li>
	<li>
		Fixed: Minor visual bugs in the Vintagehosting dashboard
	</li>
	<li>
		Fixed: Shader compile warning
	</li>
	<li>
		Fixed: OpenGL errors at game start (usually due to graphics driver issues) were sometimes wrongly appearing as 'Context profiles only defined for OpenGL version 3.2 and above', potentially masking the true OpenGL error report 
	</li>
	<li>
		API Fixed: Cooking pots now set their texture prefix code per variant in JSON rather than using a code solution
	</li>
	<li>
		API Fixed: For multiply behavior, eatAnyway setting was being ignored
	</li>
</ul>

<p>
	 
</p>
]]></description><guid isPermaLink="false">422</guid><pubDate>Sat, 06 Sep 2025 15:42:00 +0000</pubDate></item><item><title>v1.21.1-rc.1 - Story Chapter 2 Redux, Patch #1</title><link>https://www.vintagestory.at/blog.html/news/v1211-rc1-story-chapter-2-redux-patch-1-r421/</link><description><![CDATA[<p>
	<span style="font-size:18px;"><strong>Dear Extraordinary Survivalists</strong></span><br />
	v1.21.1-rc.1, a unstable release, can now be downloaded through the <a href="https://account.vintagestory.at/" rel="external nofollow">account manager</a>.
</p>

<p>
	Astonishingly, 46% of servers are already on version 1.21. Consequently our issue tracker is flooded with new reports, we are tackling them currently!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="30513" href="//media.vintagestory.at/monthly_2025_09/2025-09-01_19-38-43.png.97ae20fab518a8eb6cb208a84809cd2f.png" rel=""><img alt="2025-09-01_19-38-43.thumb.png.fa745be2bfb5c7b6b61b80408a42c4bc.png" class="ipsImage ipsImage_thumbnailed" data-fileid="30513" data-ratio="56.20" width="1000" src="//media.vintagestory.at/monthly_2025_09/2025-09-01_19-38-43.thumb.png.fa745be2bfb5c7b6b61b80408a42c4bc.png" /></a><br />
	<span style="font-size:12px;">Build by Meowskyi, titled "Tyron, movable structures, when?" as shared on #screenshots on Discord. (answer: not particularly soon</span>™<span style="font-size:12px;">)</span>
</p>

<p>
	 
</p>

<p>
	<strong>Game updates</strong>
</p>

<ul>
	<li>
		Tweak: Can now craft arrows from obsidian as well as other stone
	</li>
	<li>
		Tweak: Artisan trader no longer sells complete tile blocks, but individual tiles, that player must then craft into blocks or slabs (using mortar).
	</li>
	<li>
		Tweak: Gameplay balancing changes
		<ul>
			<li>
				Provide 50% rain protection for all the other hats (some already had it in 1.21.0)
			</li>
			<li>
				Healing with a poultice will no longer cancel when off the ground
			</li>
			<li>
				The important Lore blocks/entities now emit all the same consistent type of particles to better visualize what is interactable
			</li>
			<li>
				Headless bear pelts can be turned into generic pelts (for use in other recipes that use generic pelts)
			</li>
			<li>
				Increase max head turn angle when riding an elk from 85° to 105°
			</li>
			<li>
				Reduce timeswitch cooldown from 3s to 2s
			</li>
			<li>
				Increase locust spawns during Eidolon fight
			</li>
		</ul>
	</li>
	<li>
		Tweak: Further adjustments to deer walking speeds
	</li>
	<li>
		Tweak: Moose are solitary animals: if females and males happen to spawn close by each other, the female will not follow the male
	</li>
	<li>
		Tweak: In the Handbook, Starter Guide, torches are now linked to the torch page. Cattails plant included in search result for "reeds"
	</li>
	<li>
		<strong>Fixed: Crash for some players updating 1.20 worlds to 1.21</strong>  <span style="font-size:14px;">[technical info: occurs prior to remapping, in some cases where the game tries to render ground storage with unremapped contents]</span>
	</li>
	<li>
		Fixed: Game crash on upgraded savegames with bugged shields
	</li>
	<li>
		Fixed: Shadows from player held tools and weapons were missing, in 1.21.0
	</li>
	<li>
		Fixed: Items would occasionally not be visible
	</li>
	<li>
		Fixed: Monsters in passive worlds would not fight back even when attacked
	</li>
	<li>
		Fixed: Saffron milkcap mushrooms never spawned in the world
	</li>
	<li>
		Fixed: Unable to fill a fruitpress with the full 10L worth of honeycomb
	</li>
	<li>
		Fixed: Figureheads would not display the proper material on boats
	</li>
	<li>
		Fixed: Barber-induced nudism (#6775)
	</li>
	<li>
		Fixed: Ingot molds and tools placed on the ground would sometimes change position
	</li>
	<li>
		Fixed: Stacked bowls of glue would use up too much glue for the amount repaired
	</li>
	<li>
		Visual fixes:
		<ul>
			<li>
				Fixed: Sunflower leaves windwave
			</li>
			<li>
				Fixed: Ocean waves less jerky in strong wind conditions
			</li>
			<li>
				Fixed: In an inventory, grubs, some bracelets, and clutter ports, could clip through other GUIs
			</li>
			<li>
				Fixed: Z-fighting on firestarter model
			</li>
			<li>
				Fixed: Sedge had bad GUI transform
			</li>
			<li>
				Fixed: Cooking pots with meals in them would not display the proper texture on an elk
			</li>
		</ul>
	</li>
	<li>
		Fixed: Metal support beams had their material set as wood
	</li>
	<li>
		Fixed: Hide armor json had unnecessary durability entries
	</li>
	<li>
		Fixed: Gear and skull figureheads had the same grid recipe
	</li>
	<li>
		Fixed: Missing interaction help for harvestable skep
	</li>
	<li>
		Fixed: Handbook description incorrectly claimed nuggets needed to be evenly spread across crucible slots
	</li>
	<li>
		Fixed: New fish were missing dead localization strings
	</li>
	<li>
		Fixed: Dead gazelles missing language strings
	</li>
	<li>
		Fixed: Many wall scribbles in a 2nd story chapter location lacked localization
	</li>
	<li>
		Fixed: Claims with a grant from versions before 1.21 would not allow to open doors for permitted players or groups
	</li>
	<li>
		Fixed: Single player game would crash if clientsetting <em>forceUdpOverTcp</em> was true
	</li>
	<li>
		Fixed: Wonky "loginfailure-ipchanged" error handling during TOTP login
	</li>
	<li>
		Fixed: Mod icons in the mod manager now have their original sharpness
	</li>
	<li>
		Fixed: Wrong mouse cursor on the login screen
	</li>
	<li>
		Fixed: On Linux if /proc/meminfo is not readable the client or server would crash on startup
	</li>
	<li>
		Fixed: Linux fonts not working properly if the install.sh was not run
	</li>
	<li>
		Fixed: Linux when selecting to enable mesa_glthread the fonts.conf would no longer work
	</li>
	<li>
		Fixed: (in progress) Game crashing occasionally on accessing storage, now gives more info in the crash report
	</li>
	<li>
		API Fixed: Recipe selector did not clip oversized items
	</li>
	<li>
		API Fixed: SimpleParticleProperties.Clone() was broken
	</li>
	<li>
		API Fixed: recipes not correctly handling advanced wildcards pattern
	</li>
	<li>
		API Fixed: Able to explicitly specify a blank texturePrefixCode
	</li>
	<li>
		API Fixed: Exception when trying to register a list of tags that have duplicates (could happen when an item or block had duplicate tags in json)
	</li>
</ul>
]]></description><guid isPermaLink="false">421</guid><pubDate>Mon, 01 Sep 2025 20:16:00 +0000</pubDate></item></channel></rss>
