Tyron Posted June 16, 2025 Report Posted June 16, 2025 Dear Extraordinary Survivalists v1.21.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies"). Getting to release new content is the best part of our jobs The goal of this update was to focus mostly on finishing some of the planned content that we could not finish in time for the 1.20 update and to shorten the update cycle. This first pre-release should deliver most of that with an rc.1 following pretty soon. As always thanks so much to everyone providing feedback, bug-reports and even the occasional push request on Github, which we started merging at increased pace now. Please note 1. This first preview release is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, incomplete features, possible performance issues and crashes. 2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on info.vintagestory.at and not on this blog. As usual, a new v1.21 blog post will then come when the first full release candidate (rc.1) is ready 3. If testing 1.21 on an old world from 1.20 or earlier, we strongly recommend making a backup copy before loading the world in 1.21. 4. We do not recommend starting a new permanent world with 1.21-pre.1. Some of the pre-releases might still break things. A world created in pre.1 or older will not automatically generate all of the new story content which we anticipate including. Therefore we recommend make a new test world for your 1.21-pre.1 adventures 5. In general it is a good idea to disable all your previously installed mods, when testing 1.21-pre.1. Until the mods have had a chance to update for 1.21, games with older mods installed will have a strong chance of producing issues or crashes. Credits Huge thanks to community members who contributed various code suggestions and fixes we have included in this release: Dana (13 contributions), Jayu (3 contributions), TheMas3212, InsanityGod, IKnewOne, mrgrim, Lugrol, wispae, Hellaeh, sekelsta. Gifs/Screenshots Added colored crocks, bowls, pots, vessels and watering cans Added coral reefs: This time for real. Schools of fish included! Added wavy sands to oceans Slow healing system. Poultices no longer heal instantly. Recent damage is visualized. Added volumetric clouds system. Soft as a pillow now! Ground storage improvements. Can now store 12 ores per spot Added bear hide trophy armor Sailboat upgrades: Can now name the sailboat and attach shields Sailboat control change: Need to furl/unfurl sails to sail Elk upgrades: Can now attach a falx and bow and temporal gears Added many new hair styles, added in-game barber in story chapter 2 Game updates Feature: Added Colored crocks, bowls, and pots Feature: Added new raw and colored clay versions of storage vessels, watering cans, planters, and flower pots. Added via new blocktype files ("...-generic"), and removing the raw version from the old blocktype. This leaves the old blocks in place in old name formats, so the only remap required is the raw blue clay versions, rather than having to remap every single pattern. Feature: Add colored crucibles and metal molds Tweak: Can place different colored ingot molds in same block Feature: New and improved clouds Volumetric cloud rendering The old clouds look is still available through settings Fixed: Dark edges on distant clouds Feature: Elk taming system Can now tame wild elks to make them rideable. Added a large crate trap, to trap creatures larger than can fit into a basket trap. Use it to trap a baby elk. Feed said elk into adulthood within one year to get a partially tamed Elk. Place a saddle on it and "saddle break" it once per day for several days to get a fully tamed elk. Feature: Elk riding system tuning Feature: A tamed elk now follows the player if it is tied to a rope, making leading a roped elk much easier Fixed: Tamed Elk still attacking the owner Fixed: Elk medallion (Stiletto) and Long gem studded bracelet should now appear in loot randomizers. Tweak: Add ability for falx and blackguard sword to be stowed on elk's front left and right utility slots Tweak: Bows can be stowed on elk front left and right storage spots Tweak: Added 3 spots to hang temporal gears on the elk (behind the right saddle bag location) Tweak: Player now cannot accidentally harm own ridden mount Tweak: If an owned / mounted animal is damaged by owner / rider it will not turn aggro, but will instead flee a shorter than usual distance Fixed: Elk looking alive following a server re-start after the Elk was killed Fixed: mounting a sailboat with a rope in hands that is attached to an Elk makes the sailboat fling wildly Fixed: game crashing when harvesting a dead tamed Elk after server restart Feature: Coral reefs generate in bodies of salt water Different reef types depending on water temperature (players may need to head south to see most) Schools of small fish near reefs, as entity particles Coral can be broken, yielding chunks of coral; these eventually decay into dead coral over time; live coral can only be placed in salt water, dead coral can be placed anywhere Feature: Add wavy sand blocks, for sand that appears underwater. Wavy sand blocks drop normal sand blocks when mined. Feature: World generation tuning Tweak: Majorly reworked landforms to be more easily traversable. Warning: Will produce terrain smoothing between old chunks and new chunks Tweak: Enabled 2.5% ocean at 500% scale by default Tweak: Fixed an issue with ocean gen where high landform scale would produce very square shaped oceans Tweak: Added small red clay deposits in soil and gravel in cold climates where clay previously did not generate Fixed: Worldgen creature spawning could sometimes spawn groups of babies (or more generally, companions) only Fixed: Chunk border smoothing system not working properly Fixed: Large world height worlds had less surface deposits (Technical info: Correctly scale surface deposit chance by deposit depth to world sea level) Tweak: Added 3 new ruins, fine tuned a few others Feature: Slow healing system Slow heal as well as taking damage is now visualized in the healthbar Healing items now heal over time instead of instantly Armor no longer nerfs healing amount, but the time it takes for the healing to apply Feature: Added several new hairstyles New base hairstyles: Bowl cut, Box braids, Dense dread locks, Long curls, Medium curls, Rows, Dense rows, Short curls, Short curls2 New hairstyle extras: Back bun curls, Puffy back bun, Box braid bun, Cobra side braids, Knots, Curly ponytailurly, Creast ponytail, Segmented top knot, Curly sidebuns, Side puffs, Skep bun, Top roll, Back roll, Back roll bun, Thick roll, Fishtail braid, Steppe sidetails, Steppe braid loop, Steppe braids Several more hairstyles available in the game from the barber Feature: Added bear hide armor A new craftable trophy armor with average stats Feature: Monster autoharvest! The falx now extracts 1 drop per hit from drifters, shivers and bowtorns (drop rate remains unchanged) Feature: Moon and stars position now closer to a real astronomical simulation Moon phase now consistently correct Rendered moon orients itself so that the lit side precisely faces the sun current position Moon phase is correct based on relative moon and sun positions Moon apparent path through the sky is now close to the ecliptic Night-time star field rotates appropriately for the current latitude Night-time star field varies over the calendar year according to the seasons / zodiac Slight increase in full moon light strength, as our astronomically-accurate moon is on average a bit lower in the sky Feature: Added a world customization screen in the savegame modify screen Feature: 2nd story chapter adjustments Feature: All traders (for a small fee) can now direct you towards a Treasure Hunter trader near your spawn point to get started with the story in the first place Feature: Tad can now give haircuts and heal the player Feature: All villagers now have their own unique dialogue Feature: Added new short story found in the Lazaret Feature: Tobias will now give you some food for the journey home Feature: You may now confess to your crime if you hurt Charlemagne Tweak: Added more environmental storytelling to the Lazaret Tweak: Devastation area temperature now at fixed 17°C, which removes the unintentional snow cover and players freezing there Tweak: Timeswitch skill is available again immediately if the way back is blocked; and base skill cooldown reduced to 1 second in Creative mode Tweak: Significantly reduced distances between 2nd story event locations Tweak: Many tweaks and jank-fixes to villager animations Tweak: Many many fixes on Nadiyan clothing Tweak: Elevator now can now be unlocked on each level in the tower Tweak: A number of tweaks to Nadiyan villagers (added spear melee attack, they now attack monsters, added tongs, various tweaks to villager hairstyles) Tweak: Reduced cooldown on the rickety translocator from 6 months to 2 months Tweak: Devastation Area mob spawn: reduce the mob spawn speed, fix potential overspawn issues Feature: Sailboat/Raft improvements Feature: The sailboat is now primarily propelled by the unfurling of sails; holding the Forward/Backwards keys has only a small effect now Feature: Can now write on the side of the sailboat, to name it etc. Feature: The weather vane on the top of the sailboat is now responsive to wind direction but it wont affect the sail speed at this point Feature: Can now attach shields to the side of the sailboat. Up to 14 around the gunwales, one at each rib. Tweak: Hanging onto the ratlines now tires the player; when too tired kicked off the ratlines and will need to rest Tweak: Fence posts added to sailboats now consume 2 of the available spaces (one space for the post, one space for the animal) Tweak: Sailboat rudder now moved to the right side Fixed: Opening dialogs while sailing or rafting could change the player look direction Fixed: Animals in sailboats looked jittery while on the move Fixed: Water lilies now no longer render inside the sailboat Fixed: Players positioned on the ratlines in the sailboat looked wrong Fixed: Flicker and desync when switching seats on a raft or sailboat (or other rideable such as elevator); also fix flicker when mounting directly from one rideable to another Feature: Add mod safety check to stop mods marked by the VS team as not safe to load (to swiftly disable mods that have vulnerabilities in them) Tweak: Gameplay balancing changes Tweak: Hats now provide protection from rainfall Tweak: Anvil mold must now be destroyed to get the anvil Tweak: Wolf attacks now have better cooldown and windup Tweak: Improve irregularity of mob spawning. Remove mob spawning very far below/above the player. Increase chance of mob spawn near rifts Tweak: A Hacked locust is now rope tie-able Tweak: Sod roof now has an alternative recipe using logs Tweak: Can no longer place an iron anvil top on a meteoric iron base, and vice versa Tweak: Can no longer construct or light a pit kiln underwater Tweak: If a tool breaks, the tool mode for that tool type now still persists Tweak: Tweaks to charcoal pit and firewood burn efficiency Tweak: Increased Rift Ward range from 30 to 40 blocks and range is no longer spherical but cylindrical (from world bottom to world top) Tweak: Fish meat satiation halved, drops doubled. Fish carcasses now have their own model. Fish, tiny, and small carcasses drop 'tiny bones', which cannot be used in tools. Tweak: Tree seeds burned 10 seconds (longer than sticks) now burn just 1 second Tweak: Lime can no longer be crushed with a hammer Tweak: Killed Bowtorns now drop bone arrows Fixed: Bees in skeps still produced honey below 0°C Fixed: Aged hay could be used to make fresh thatched roofing Tweak: New blocks/craftables Feature: Added papyrus chests and basket traps Tweak: Added papyrus version of handbasket Fixed: Pink and smoky glass were missing slab recipes Tweak: Clear quartz can now be pulverized Tweak: Clinker bricks can now be chiseled Tweak: Can now craft slabs, stairs, stonebrick, etc. from suevite Feature: Ground storage tweaks Tweak: Ores now store in stacks of 12 on the ground Tweak: Allow liquid interaction with ground storage Tweak: Allow randomized rotation in SingleCenter ground storage Tweak: Seeds, thatch, mortar and pulp are now ground-placeable Tweak: Various other small items such as crushed powders, metal bits, gems, bones, feathers have improved appearance in ground storage Fixed: Some ores not ground storable Tweak: In-World interaction improvements Feature: Can now squeeze honeycomb in fruitpress for honey Tweak: Allow honey comb squeezing into a barrel Tweak: Pick block works in survival to swap slots, but does not give the block otherwise Tweak: Can now swap chisel material using pick block mouse button Fixed: When harvesting an animal it could happen that a drop would go over the stack limit Fixed: Rotating a work item on the anvil could cause it to no longer line up with the smithing recipe Tweak: Can now use a hammer and chisel to extract metal bits from hardened metal in metal molds without needing to finish filling the mold Tweak: Can place and remove empty ingot molds always Tweak: Allow placing crucible into firepit with right click Tweak: Can now also seal crock outside the crafting grid Tweak: Remove not needed shift key interaction help info on placed firepit and torches Tweak: Survival handbook improvements Feature: The Handbook now shows meal and pie recipes Tweak: Improved handbook guide for oven-baking and bread Tweak: Show possible inputs for metal molding Tweak: Show possible inputs for smithing Tweak: Show "Created by" section for "firing in kiln", smashing with hammer to collect ores, anvil welding and smelting in bloomery Tweak: Show possible clay inputs for clayforming Tweak: Show required materials in smithing and clayforming Fixed: Inconsistent use of litres/liter and titles Tweak: Handbook now displays more information for juicing and information for new squeezing action Tweak: Add handbook info on parts required to repair translocator. Tweak: Add mention of bone flute to the 'Tamed Mountable Animals' handbook entry Tweak: Hide creative mode creature items from handbook Fixed: Handbook: Daub recipe was including grass blocks not obtainable in survival mode in the image cycle Tweak: Fireclay grid recipe in the handbook now shows 3 separate grids, to make clear that you can use all red clay, all blue clay, or a mixture of clays. Tweak: Beehive kiln handbook entry changed to clarify that fuel piles do not have to be full to run the kiln, you just need some fuel in all 9 spots. Tweak: Resin harvestable properties are now documented in the handbook Fixed: Antlers now properly grouped in the Handbook Fixed: Search in handbook not working properly with diacritics (e.g. Nawóz) Tweak: Performance improvements Performance - optional setting ".clientconfig allowSSBOs on" to reduce GPU RAM used. Reduces the GPU RAM usage of terrain by approximately half; try it at view distance 512 and higher, it may allow you to increase your view distance above your hardware's previous limit. Changes to this setting are only effective after re-joining the world. It may affect framerate by -5% to +10% (depends on hardware, view distance, other graphics settings, and scene). Known issue: GLTF and .OBJ models might not render correctly in-game, if the "allowSSBOs" setting is enabled Small server RAM reduction [detail: servers no longer retain block and item render transforms] Reduce duration of occasional lagspikes due to garbage collection [detail: the number of permanently held small memory objects is reduced by 350k (servers) or 700k (single player), or more in modded games, allowing the garbage collector to complete its work faster; the garbage collector must run sometimes, typically there can be up to 3 such lagspikes every 5 minutes of gameplay] Faster worldgen for large water bodies [detail: reduce array allocations in underwater blocklayers generation] Fix one potential memory leak on long-running multiplayer servers [detail: it related to protobuf] RAM: save RAM on both client and server when many entities are spawned (should also slightly improve multiplayer server TPS for spawning times) RAM: reduced RAM use for animations on both client and server Client-side, slight improvement in tesselation speed (3%-4%, YMMV) Tweak: Slightly nerf block light level boosts introduced in 1.20 Tweak: When joining Multiplayer, on the modify server screen, added "Copy to clipboard" button for the server address Tweak: Improved map marker position tracking for tamed elk [detail: the client now updates the ownership position to last-known position when it de-spawns client-side; the server updates the position in OwnershipsByPlayerUid when an entity is loaded; this means now the Ownership data should contain the last known position of an ownable, may help to track down missing elks] Tweak: When a support beam's selection box was out of bounds it became unselectable; now it is moved into bounds, albeit still not exactly at the location one would expect Tweak: Give back stick after squeezing cheese Tweak: Added seal hours info text for barrel recipes Tweak: Allow the player to take a meal serving from crocks on shelves Tweak: Added shelf interaction help Tweak: Moved server configs "allowFallingBlocks" and "allowFireSpread" to the worldconfig Tweak: Allow bombs to be blown up on land you have build permissions Tweak: Enable vsync by default, disable max fps limit by default Tweak: Worldedit can now be translated. See "we-" language entries Tweak: Luxury trader now sells new copper omok pieces, rather than gold. Tweak: Ingot molds display Block Info based on where you point Tweak: Conditional Block can now also accept "isBlock[code=abc] x y z" condition Tweak: Berry bush growth cycles are now about 1 month instead of x days to be month-length agnostic Tweak: Blocks with tiled textures (eg. fanned cobblestone) can now be chiselled and retain original textures Tweak: Held Temporal Gear and worn Temporal Gear Amulet now emit faint glow Tweak: Switching mod versions after already running the game once now shows a message prompting for restart to prevent unpredictable loading behavior Tweak: Add 'bigger' sounds for musk ox and takin Tweak: Water now somewhat less murky overall Tweak: Godrays intensity mildly reduced Tweak: Change tongs offhand transform to 'nutcracker' style. Also change crucible, toolmolds, ingots, and iron blooms to work with this. Tweak: Raw daub now stacks to 128. Raw daub grid recipe output reduced to 8. Wattle and daub block also now requires only 8 daub. So the crafting effort is the same. Tweak: Add CPU info logging to client and server, also add RAM logging to the server Tweak: Prevent story location schematics from generating too far from the center "StoryMaxFromCenter" in locationname/structures.json Fixed: Torch light in caves would dim if foggy at surface; generally reduce fog indoors Fixed: Shattered molds display proper amount of bits dropped Fixed: Randomizer meta block not resolving in medium1 ruin Fixed: Empty or unclosed hotkey tokens crashing the game Fixed: A removed itemstack not getting deleted from a loot randomizer (creative mode item) Fixed: Added a missing tooltip to the firestarter Fixed: Made most of the particle effects dimension aware Fixed: Some liquid containers in grid recipe are not getting their liquid rendered nor text shown Fixed: Trait "Damage against mechanicals" now also applies to ranged weapons Fixed: Server tick time higher than necessary in some cases Fixed: 25% chance of fixing player ghost duplicates Fixed: Only show one bag per category on player Fixed: Newly placed reed chests would not close Fixed: Larger worldedit schematics would cause the client to lose connection [detail: any large packet send to the server would make a client lose connection] Fixed: Sound engine breaking because it does not remove disposed sounds Fixed: Fruitpress issue when screwing down the screw fully if mash was not large enough to be juiced Fixed: Armorstands would not sync immediately with other players when adding/removing armor Fixed: Labeled Chests no longer showed their name in the inventory dialog Fixed: Berries in raccoon mouths had bad visual offsets Fixed: Entity insta-flee action and certain Eidolon actions were wrongly disregarding melee attacks Fixed: Leafy tops of turnips in troughs were invisible from certain angles Fixed: Two skin colors in character creation were both called "forest brown" Fixed: Doors would sometimes connect incorrectly Fixed: LeftDoor will flip properly during double door placement Fixed: When the VS updater was run the game was not automatically started again. Using the parameter /VERYSILENT you can suppress starting of the app, using /SILENT will now launch the application. When running the full installer using /SILENT or /VERYSILENT will not start the game automatically Fixed: Players who joined the game in Creative Mode flight had wrong collision box server-side Fixed: Logger.Warning with parameter exception was logged as error instead of warning Fixed: Should fix "outside water" rendering in chiseled blocks in Dim 2 Fixed: Game speed stuck at a high rates from sleeping, this could have happened when getting out of the bed and directly exiting to main menu Fixed: Misaligned clay ridge roof models Fixed: Prevent rare game crash after tutorial progress failed to save correctly due to hardware or power issue Fixed: Bone flute was flammable Fixed: Goats had improper medium hide drops Fixed: Period for which moose had antlers was too short Fixed: Missing ground-stored transforms for cooked rhizomes Fixed: Noticeable transition in sky color tone after midnight Fixed: Hacky fix for animations not playing on newly spawn entities Fixed: Bowls and jugs show contents on shelf Fixed: Granite, andesite, limestone, and chalk sands could not produce any kind of daub with red clay. They now produce golden brown daub (but still produce the lighter daubs with other clays) Fixed: Mods with worldconfig.json will now load lang entries for world config Fixed: Crucibles and hot meals once again show smoke or steam particles when placed on the ground Fixed: hides were missing incontainerTextures, and did not show up in-world in barrels. Fixed: Rope tool mode to lengthen/shorten no longer shown in top center Fixed: Deep water was not affected by underwater murkinesss Fixed: Erel feather stem had wrong position on tool rack Fixed: Wall-leaned spears popping off in in some cases Fixed: "Protect eyes" seraph animation was playing even when not facing the wind Fixed: Ruined wooden shelf now lines up with standard wooden shelf height Fixed: Chandelier lighting shading now matches that of candles Fixed: Own player not visible in map when in spectator mode Fixed: Worldedit TreeGenTool would not grow fruit trees Fixed: Game sometimes crashing when typing '[' while drunk Fixed: When editing sign text, the amount of lines in the edit GUI depended on GUI scale Fixed: When editing sign text, camera turning to the right sometimes when saving Fixed: Fish meat was missing food tag "meat" Fixed: Baby gazelles lacked proper stats and would never grow; gazelle calves dropped fat same as adults (now drop none) Fixed: Missing recipes to make aged scroll racks and aged bookshelves from aged boards Fixed: Compost could be put in mining bags Fixed: Players were still able to till soil which has a block above it Fixed: In Homo sapiens game mode, panning could drop man-made objects Fixed: Various corrections to the English language translation text Fixed: Rare crashes involving BehaviorSqueezable Fixed: Rare crash when looking at an entity with the elevator in the background Fixed: Attempt to fix very rare serverchunk entity serialization issue Fixed: When a dedicated server creates a new world some default worldconfig values and some settings from the selected playstyle were not applied Fixed: When a server backup is running and autosave was triggered it would block the server ticking until the backup was done, now we skip autosave till the backup is done Fixed: Issues with LAN-hosted multiplayer games and entity motion (for some people it stopped working randomly, requiring a restart, the underlying networking mapping now auto-renews) Fixed: When a savegame is already opened by another running version of the game (can also happen after crashes) it would lock up the client for 30 seconds before it was responsive again, reduced now to 1 second Tweak: Minor polishing changes Tweak: Game credits now organised alphabetically within sections Fixed: Beenades had incorrect held transform Fixed: Weird ridge beam names Fixed: A few grammatical issues with meal names Fixed: Hay block bottom texture had wrong rotation Fixed: Inconsistent naming for rice-based alcohols Fixed: Blister steel work items missing localization Fixed: Localization issue with units of metal API Updates Upgrade: VS now runs on .net 8 Feature: Fruitpress can now output a different item than dry mash when mash is fully juiced Feature: New Squeezable collectible behavior replaces hardcoded honeycomb item class Feature: Grid Recipe crafting: Added mergeAttributes to grid recipes that specifies ingredients which attributes will be merged into output stack. Allowed use of regexes in ingredient code. Allowed use of '{variant}' construction in ingredient code wildcard, several variant groups can be used in one ingredient and across ingredients, allowedVariants and skipVariants for them are specified separetly in recipe. Feature: For block textures, tiles and overlays can now be used together Tweak: New IsFood property for cooking recipes, to avoid dirtying the cooking pot Tweak: Liquid ingredients in meals can have nutrition set per liter Tweak: Cooking recipes can now have different quantities of items per stack Tweak: Traits & CharacterClasses can now be loaded from multiple files, you no longer need to json patch these files Tweak: ItemStone damage now json configurable Tweak: For entities with milkable behavior, made lactatingDaysAfterBirth and milk liquid stack configurable Tweak: Custom bloomery capacity in json; allow custom ore capacity in bloomery via collectible attribute "bloomeryCapacity" Tweak: Allow custom barrel sounds from json config Tweak: various changes to basket traps: basketCatchable property replaced by trappable, see vanilla creature jsons for examples The basket trap no longer defines bait by food category, now only by food tags Traps can now define a min weight value for bait, and food tags can include a weight value For both basket and crate traps, render transforms can be defined for the bait, can be different for different trap types. See vegetable.json, carrot attribute "inTrapTransform" for an example Tweak: Chests and other storage in ruins and dungeons can have contents refresh for each player: to create such a chest, use command: /giveblock chest-east{isPerPlayer:true} 1. The inventory can be seen and modified in creative mode, ctrl click clears a slot. Command: /dev pplr l[] resets all player usages for this chest Tweak: For creatures, gallop/trot sound is now configurable in json Tweak: In creature diets, one additional food tag: "egg" Tweak: (experimental!) added /debug chisel genshape command to generate a json model from a chiseled block Tweak: Added StoryLockableDoor and /dev storylock command to add locks to doors in story structures Tweak: Entity spawning temperature and rain condition tested Y coordinate now always at 109% of sealevel instead of at the current spawnposition, should prevent for example Arctic creatures spawning on tropical mountaintops Fixed: Wolf (and other entities) with a SeekEntity attacking AITask with a null leapanimation specified, no longer default to "jump" Fixed: CompatibilityLib was not replacing assets Fixed: Blended texture overlays not working when using different domains Tweak: For coded mods only, in the unlikely event that in your code you need to adjust AnimationMetaData for a single instance of an entity only (not for all entities of the type), if you need to change or add to these fields or Dictionaries, please .Clone() it first: .Attributes, .TriggeredBy, .ElementWeight, .ElementBlendMode, .AnimationSound Tweak: In server-side code paths, Block and Item render transforms are now set to null after server startup is complete. This may produce exceptions in mod code if mods attempt to access these transforms server-side (should be unnecessary server-side) Tweak: BlockBehavior.OnBlockPlaced() is now called after any BlockEntity for the block is created (until now, it was called before creating the BlockEntity) Tweak: IAnimator now offers a TryStartAnimation() method, does nothing if the animation is not available Tweak: Added IsAir property as a mod-compatible way to replace checks for block ID == 0 Tweak: new method IInventoryManager.CloseInventoryAndSync(): if called client side, closes the inventory and sends a syncing packet to ensure .CloseInventory will be called on the server also Tweak: Possibility of specific slot icons and colors e.g. for hotbar and armor slots; in code, can be changed dynamically at runtime Tweak: Add wildcard and regex support to BehaviorUnstableFalling exceptions Feature: Added OnGetMiningSpeed, OnGetMaxDurability,OnGetRemainingDurability,OnDamageItem and OnSetDurability to CollectibleBehavior Tweak: Coded collectible behaviors can now implement/override OnTransitionNow() [thanks to Dana] Tweak: Coded collectible behaviors can now implement/override OnHandbookRecipeRender() [thanks to Dana] Tweak: Coded mods extending BehaviorGrow can use overrideable BecomeAdult() method to transfer attributes etc from child to adult entity [thanks to sekelsta] Tweak: Farmland/CropBehavior class tweaks, added more parameters to the TryPlant and OnPlanted methods for CropBehavior modding Tweak: Less hardcoded EntityBehaviorMilkable Tweak: BEAnvil.cs now uses .GetInterface() instead of casting to get the IAnvilWorkable instance Tweak: Clay oven: Don't hardcode ovenFuelShape Tweak: Clean up berry bush code to be more moddable Tweak: More moddable crop seeds (use .Variant[".."] in ItemPlantableSeed.cs) Tweak: Use GetInterface for ICombustible, instead of "block is ICombustible bic" Tweak: Update GuiComposer to allow setting of TitleBar key via method argument Tweak: Remove NetServer.Name and ConnectedClient..FromSocketListener and use ConnectedClient.IsSinglePlayerClient instead of testing the socket for a DummyTcpNetServer Tweak: Ability to disable UI switches and sliders Tweak: NumberInput UI element only allows typing in valid input Tweak: Added IconPath to the ModInfo class, which now also gets loaded from json. Tweak: the shader shadowmapgeneric is re-named to chunkshadowmap Tweak: when the engine creates meshes from shapes, the order of the vertices for some faces (S, W, Down) has now been changed to a consistent order on every face. This should not usually affect mods unless they need to fetch individual vertices by vertex index: some of the vertex indices have changed. In rare cases this may also have an effect on the order of windmode/winddata specified in shape files for plants etc, please re-check that your plant models still look OK in-game. Tweak: IServerConfig.MaxClients now also returns the proper value if the --maxClients command line overwrite was used. ServerConfig.GetMaxClients() now gets its value from IServerConfig.MaxClients and is no longer needed. If you modify IServerConfig.MaxClients it will update the serverconfig.json and also update the value of --maxClients if it was specified at server launch. Tweak: Allow NatFloat Offset to be used in BlockDropItemStack properly Fixed: Incorrect clamping of some NatFloat values Fixed: Method AllocateTextureSpace() was not working correctly Fixed: Exception thrown when a block is broken and a trait modifies it to 0 drops Fixed: Game crashing when mortallywoundable is used on non-rideable entity View full record 22 5 1 11 3 3
StCatharines Posted June 16, 2025 Report Posted June 16, 2025 Well, that was unexpectedly huge for a -pre.1 changelog! Any intent to have players able to stand on the sailboat, full collision at some point, or is that still on the to-do list? 1
Spytes Posted June 16, 2025 Report Posted June 16, 2025 Tweak: Slightly nerf block light level boosts introduced in 1.20 Looks like we're getting a middle-ground to 1.20 and pre light levels. Monster autoharvest sounds fun and will hopefully decrease downtime(they always bugged for me and became almost impossible to loot randomly). 1
Deleted User 28517 Posted June 16, 2025 Report Posted June 16, 2025 22 minutes ago, Tyron said: Added coral reefs: This time for real. Schools of fish included Minecraft has real fish, and each one is different. Vintage Story has flying 3D animated confetti instead. I think this is a major step backward in Ocean life development. 6 13 3 1
Deleted User 28517 Posted June 16, 2025 Report Posted June 16, 2025 6 minutes ago, Spytes said: Monster autoharvest sounds fun and will hopefully decrease downtime at this point we can get autochiseling to. lol 3
Zandercraft Posted June 16, 2025 Report Posted June 16, 2025 (edited) Every one of these update announcements and changelogs feels like Christmas... I had forgotten how good it felt to be excited about each and every update for a game and not to be disappointed in the slightest by any of the changelogs. Great job guys! Edited June 16, 2025 by Zandercraft 11 2
stomaury Posted June 16, 2025 Report Posted June 16, 2025 nah what a goat team who finally listen the community, guys you're the best 6
fromtia Posted June 16, 2025 Report Posted June 16, 2025 Looks absolutely amazing, well done ya'll! I cannot wait for my bear rug! 1
Tom Cantine Posted June 16, 2025 Report Posted June 16, 2025 6 hours ago, ArtemisRM said: Minecraft has real fish, and each one is different. Vintage Story has flying 3D animated confetti instead. I think this is a major step backward in Ocean life development. It's not a step BACKWARDS. They haven't eliminated the existing salmon mobs. While I was (and am still) hoping for more catchable fish and various means to catch them (nets, lines, maybe weirs, lobster pots...), I'm very glad oceans will feel more alive. The grasshoppers and midge swarms add greatly to ambience, and it'll be great to have this in the seas as well. And eventually, I hope, bigger fish, and mollusks and crustaceans. 24
MattyK Posted June 16, 2025 Report Posted June 16, 2025 Great job! I'm looking forward to starting a new world and experiencing these changes firsthand.
BenWhittle Posted June 16, 2025 Report Posted June 16, 2025 6 hours ago, ArtemisRM said: Minecraft has real fish, and each one is different. Vintage Story has flying 3D animated confetti instead. I think this is a major step backward in Ocean life development. Sorry if your post is /s I can't tell I love the confetti fish and if you combine it with actual individual fish entities then that'd look incredible. 11
QueenGeeBee Posted June 16, 2025 Report Posted June 16, 2025 This is just an unfinished preview release?? Theres so much content here already. So many cool changes and tweaks. 1
jola Posted June 17, 2025 Report Posted June 17, 2025 I can't wait for the stable version. The added features look great! I love it already especially the soft texture of the clouds and the viking-ish look of the boat. Kudos to all the members of the development team. You sure work hard and I'll have a beer today to celebrate! 5
Tyron Posted June 17, 2025 Author Report Posted June 17, 2025 6 hours ago, Tom Cantine said: And eventually, I hope, bigger fish [...] Soon™ The fish entityparticle colors will get tweaked still, their colors are a bit intense. 14 3 1
Khornet Posted June 17, 2025 Report Posted June 17, 2025 (edited) 15 hours ago, Tyron said: Added a large crate trap, to trap creatures larger than can fit into a basket trap. Can this capture adult goats!?? Also, regarding the new ocean content, it will only apply to newly generated chunks, correct? We're still stuck with muddy gravel oceans on our current worlds? Edited June 17, 2025 by Khornet
7embre Posted June 17, 2025 Report Posted June 17, 2025 15 hours ago, Tyron said: Feature: Elk taming system Amazing! I've been looking for places where elks spawn on my current world after seing you implementing that on a stream, and actually did find some near the base! Can't wait to get into stable version, bying four elks for the whole crew is quite pricey 1 1
Tyron Posted June 17, 2025 Author Report Posted June 17, 2025 5 minutes ago, Khornet said: Can this capture adult goats!?? Also, regarding the new ocean content, it will only apply to newly generated chunks, correct? We're still stuck with muddy gravel oceans on our current worlds? I'm not sure to what values redram set the capture-ability of goats, but generally the 1+ block tall large animals should not be catchable with this. It will only apply to new chunks, yes. 1
Khornet Posted June 17, 2025 Report Posted June 17, 2025 (edited) 16 hours ago, Tyron said: Feature: Monster autoharvest! The falx now extracts 1 drop per hit from drifters, shivers and bowtorns (drop rate remains unchanged) This is a YUGE dealbreaker for rusty gear farming in the deep caves! So basically by just hitting a mob three times I can extract all the loot from it, even without killing it? My knife's (and my sanity's) durability will certainly be grateful for this change by not needing to slice open every single corpse every time. 16 hours ago, Tyron said: Can now tame wild elks to make them rideable. Added a large crate trap, to trap creatures larger than can fit into a basket trap. Use it to trap a baby elk. Feed said elk into adulthood within one year to get a partially tamed Elk. A whole year? Oof. I personally feel like one entire in-game year of time is too much. Most people won't get to this task until quite a while in during their playthrough. Not to mention being stuck in a situation where you're blocked from doing story content because you're waiting for your elk to tame/grow up. I imagine this is gonna see a lot of tweaking. Perhaps keep tamed (baby) elks still available from traders for money...? Or add some kind of mechanic where you can speed up the process by the quality/quantity of food given to it? That's one potential resource sink for the abundant mid-late game farming resources. Edited June 17, 2025 by Khornet 3
QueerCoded Posted June 17, 2025 Report Posted June 17, 2025 Very excited for this update, particularly some of the smaller changes like survival pick block and being able to use crocks on shelves!
Never Jhonsen Posted June 17, 2025 Report Posted June 17, 2025 Color-matching clay items and ground storage tweaks are the two things I'm most excited about 19 hours ago, Tyron said: Tweak: Various other small items such as crushed powders [...] have improved appearance in ground storage Would this mean that if I, for example, put 4 of the same powder into ground storage, that it would just make (visually only) one larger pile? Or would it still be just 4 small piles, one in each corner? And, judging by the ore count increase, would I be able to just drop a bunch of powder into one space? One large pile of powder that's made up of, say, 12 of the same item? 2
njinx Posted June 17, 2025 Report Posted June 17, 2025 The new clouds look absolutely gorgeous! A massive improvement over the previous design. Though, I think they need to be slightly rounded and/or softened around the edges. Looks a little too much like aerogel in some instances. 1
Guimoute Posted June 17, 2025 Report Posted June 17, 2025 It would be terrific if the bear trophy was an alternative to the fur clothing and not an armor. I would be happy to wear this as my clothes in winter.
Guimoute Posted June 17, 2025 Report Posted June 17, 2025 5 hours ago, Khornet said: So basically by just hitting a mob three times I can extract all the loot from it, even without killing it? I doubt it's without killing it.
StCatharines Posted June 17, 2025 Report Posted June 17, 2025 So far, this has been excellent fun! Aside from mod-related crashes, I have had zero instability running 1.21.0-pre, it seems much more stable than previous -pre builds. Well done!
HugoCortell Posted June 17, 2025 Report Posted June 17, 2025 I look forward to seeing the dialogue response to confessing about slapping Charlemagne 3
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