Maelstrom Posted June 17, 2025 Report Posted June 17, 2025 17 hours ago, Tom Cantine said: And eventually, I hope, bigger fish, and mollusks and crustaceans. RELEASE THE KRAKEN!!! 11
Facethief Posted June 17, 2025 Report Posted June 17, 2025 (edited) Messing around with this, I noticed that while the troughs mention individual animal entries for diet references, these no longer exist due to the HB cleanup. Maybe the diets could be added to the husbandry or trough pages? This information does already appear when hovering over a filled trough, but it seems like it would be more useful in the handbook. Edited June 17, 2025 by Facethief Additional information on issue 2
Maelstrom Posted June 17, 2025 Report Posted June 17, 2025 On 6/16/2025 at 10:07 AM, Tyron said: Dear Extraordinary Survivalists Game updates Feature: 2nd story chapter adjustments Feature: Added new short story found in the Lazaret Tweak: Added more environmental storytelling to the Lazaret I suppose this means a new world creation to experience this new content? Or will we be able to revisit the Lazaret to enjoy this new content? Quote Tweak: New blocks/craftables Tweak: Can now craft slabs, stairs, stonebrick, etc. from suevite Finally, suevite gets some love! Thank you @Saraty for getting this done. even if it has been over 2 years since I mentioned this. Quote Fixed: Players were still able to till soil which has a block above it Welp @Kurazarrh. There goes that exploit once and for all. 1 3
BavarianViking Posted June 17, 2025 Report Posted June 17, 2025 10 hours ago, Khornet said: 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. I think, it's AFTER the death...
Tom Cantine Posted June 17, 2025 Report Posted June 17, 2025 2 hours ago, Maelstrom said: RELEASE THE KRAKEN!!! I never leased it in the first place! 6
Maelstrom Posted June 17, 2025 Report Posted June 17, 2025 1 hour ago, Tom Cantine said: I never leased it in the first place! Good one! Although you're too days late for Father's day joke. But I'll take it anyways.
Tyron Posted June 18, 2025 Author Report Posted June 18, 2025 19 hours ago, Khornet said: A whole year? Oof. I personally feel like one entire in-game year of time is too much. no you have to feed the elk about 10-15 days long, but do it within a year 9 hours ago, Maelstrom said: I suppose this means a new world creation to experience this new content? Or will we be able to revisit the Lazaret to enjoy this new content? These 2 changes specifically either need a new world or /wgen regen x around the area yea. 2 1
Varenvel Posted June 18, 2025 Report Posted June 18, 2025 good update but i hope fishing will get rework , fish right now its worst food source as your not even guaranteed to get any meat from fish. who is incredibly. frustrating and unrealistic 1
Dark Thoughts Posted June 18, 2025 Report Posted June 18, 2025 On 6/16/2025 at 6:07 PM, Tyron said: Tweak: Enabled 2.5% ocean at 500% scale by default What does that mean? Are the two "Landcover" settings going to be deprecated for something else? On 6/16/2025 at 6:07 PM, Tyron said: Fixed: Large world height worlds had less surface deposits (Technical info: Correctly scale surface deposit chance by deposit depth to world sea level) Finally. On that note, it'd be very nice if world height settings would be copied & pasted with the world copy & paste function too. On 6/16/2025 at 6:07 PM, Tyron said: Armor no longer nerfs healing amount, but the time it takes for the healing to apply So, is the rate determined in real time or at the time of applying the healing item? Like, am I going to heal fast if I apply it naked but then put on armor & likewise am I healing slowly if I apply it with armor on even if I remove it? Or does the rate change dynamically and requires you to go naked until you're fully healed? On 6/16/2025 at 6:07 PM, Tyron said: Feature: Monster autoharvest! The falx now extracts 1 drop per hit from drifters, shivers and bowtorns (drop rate remains unchanged) Does that mean low tier falx are better for harvesting loot, since they require more hits to kill? A lot of enemies often have 0 loot, so I'm not sure how to interpret this. On 6/16/2025 at 6:07 PM, Tyron said: Tweak: Switching mod versions after already running the game once now shows a message prompting for restart to prevent unpredictable loading behavior Given that the game does not unload the mods properly and then doubles the ram consumption with each consecutive load I would recommend a game restart every single time you go back to the menu. Overall very much needed fixes & polishing though. 1
Facethief Posted June 18, 2025 Report Posted June 18, 2025 2 hours ago, Varenvel said: good update but i hope fishing will get rework , fish right now its worst food source as your not even guaranteed to get any meat from fish. who is incredibly. frustrating and unrealistic They actually made fish meat twice as common as a drop.
Guimoute Posted June 19, 2025 Report Posted June 19, 2025 Hello, Can we have clarification about this please? Does it only mean it's the new default value for new worlds, or will it change the values for old worlds upon loading 1.21 too?
dakko Posted June 19, 2025 Report Posted June 19, 2025 (edited) On 6/19/2025 at 8:55 AM, Guimoute said: Hello, Can we have clarification about this please? Does it only mean it's the new default value for new worlds, or will it change the values for old worlds upon loading 1.21 too? It will only be for new worlds and for areas of an old world that have never been loaded. If you'd like to apply it to an old world, there is a way to do that (eta: it is my inexperienced belief that you can go chunk by chunk to land already generated and force it to be regenerated; it will regenerate under the new 1.21 parameters -- again, I am not experienced with this at all and may not be understanding it correctly). As Tyron stated above (snip) Correction: If you'd like to apply it to an old world, there is not a way to do that. DarkThoughts explains why in these posts below: https://www.vintagestory.at/forums/topic/16123-v1210-pre1-story-chapter-2-redux/?page=2#findComment-75434 https://www.vintagestory.at/forums/topic/16123-v1210-pre1-story-chapter-2-redux/?page=2#findComment-75441 Edited June 20, 2025 by dakko 1
Facethief Posted June 20, 2025 Report Posted June 20, 2025 Having played in a world on pre1 for a while, the terrain is way more improved than they let on here. Or I’m delusional. Or I didn’t clear my modlist correctly. Anyone’s guess.
Exhale Posted June 20, 2025 Report Posted June 20, 2025 How long does it usually take for these pre patches to go full release?
Maelstrom Posted June 20, 2025 Report Posted June 20, 2025 A few weeks usually. These pre-releases are for modders to update their mods while the dev team works on bug squashing and issue mashing. 3
Dark Thoughts Posted June 20, 2025 Report Posted June 20, 2025 19 hours ago, dakko said: If you'd like to apply it to an old world, there is a way to do that. As Tyron stated above: That's not going to change the world settings of an existing save and neither will the update do that. There is a mention of being able to change the world settings from the edit world screen though. One should however keep in mind that this will most likely cause harsh looking chunk borders. 10 hours ago, Facethief said: Having played in a world on pre1 for a while, the terrain is way more improved than they let on here. Or I’m delusional. Or I didn’t clear my modlist correctly. Anyone’s guess. Is it still as streaky as the current vanilla world gen? Landforms aside this is one of my biggest issues with it because whenever you look at the map you can follow the curves of what looks like someone chaotically splattering & smearing paint over a canvas and it really kills the immersion for me. 1
dakko Posted June 20, 2025 Report Posted June 20, 2025 (edited) 3 hours ago, Dark Thoughts said: That's not going to change the world settings of an existing save and neither will the update do that. There is a mention of being able to change the world settings from the edit world screen though. One should however keep in mind that this will most likely cause harsh looking chunk borders. Thank you for this. I've corrected my statement above with this addition: "eta: it is my inexperienced belief that you can go chunk by chunk to land already generated and force it to be regenerated; it will regenerate under the new 1.21 parameters -- again, I am not experienced with this at all and may not be understanding it correctly" I believe that is what Tyron meant when he said, "These 2 changes specifically either need a new world or /wgen regen x around the area yea." ...but of course I've only read replies to other people asking questions about regenerating land and have never done it myself; I may have completely misunderstood the whole process (or my information could be outdated since I'm thinking back to discussions on discord and I haven't even been there for several years). If I'm wrong, please let me know so that I can correct my post(s). I don't want to be giving incorrect information. Edited June 20, 2025 by dakko
Dark Thoughts Posted June 20, 2025 Report Posted June 20, 2025 13 minutes ago, dakko said: it is my inexperienced belief that you can go chunk by chunk to land already generated and force it to be regenerated; it will regenerate under the new 1.21 parameters -- again, I am not experienced with this at all and may not be understanding it correctly" There's some confusion here right now because Tyron stated parameters that are currently not in the game. Currently, if you want to have oceans, you reduce your landcover worldgen setting, and landcover scale is used to determine the scale of oceans. You have to explicitly set this before making a world though, as the current default settings are set to 100% landcover, meaning 0% oceans. Tyron's mentioned 5% would not work as you cannot go that low, and would be an extreme setting too. Either way, worldgen settings are usually NOT changed in existing worlds by updates. In singleplayer it is even hard to do this as a player (again, there seems to be some additional settings menus coming for this). The only reason I could see them changing the default worldgen settings of already existing worlds, is if they plan to add a story location that explicitly requires oceans. 1
Facethief Posted June 20, 2025 Report Posted June 20, 2025 2 hours ago, Dark Thoughts said: Is it still as streaky as the current vanilla world gen? Landforms aside this is one of my biggest issues with it because whenever you look at the map you can follow the curves of what looks like someone chaotically splattering & smearing paint over a canvas and it really kills the immersion for me. Now it looks like actual ranges of hills, not just straight line smears. To use your analogy, it looks more like intentional paint strokes; it feels much more cohesive, and it’s easier to traverse (if only marginally so). You should try the prerelease yourself. 1
Dark Thoughts Posted June 20, 2025 Report Posted June 20, 2025 13 minutes ago, Facethief said: You should try the prerelease yourself. I'm on Bazzite so I'm kinda dependent on the Flatpak version.
dakko Posted June 20, 2025 Report Posted June 20, 2025 47 minutes ago, Dark Thoughts said: There's some confusion here right now because Tyron stated parameters that are currently not in the game. Currently, if you want to have oceans, you reduce your landcover worldgen setting, and landcover scale is used to determine the scale of oceans. You have to explicitly set this before making a world though, as the current default settings are set to 100% landcover, meaning 0% oceans. Tyron's mentioned 5% would not work as you cannot go that low, and would be an extreme setting too. Either way, worldgen settings are usually NOT changed in existing worlds by updates. In singleplayer it is even hard to do this as a player (again, there seems to be some additional settings menus coming for this). The only reason I could see them changing the default worldgen settings of already existing worlds, is if they plan to add a story location that explicitly requires oceans. Oh! I see what you mean now, thank you for the explanation.
dakko Posted June 20, 2025 Report Posted June 20, 2025 (edited) 56 minutes ago, Facethief said: Now it looks like actual ranges of hills, not just straight line smears. To use your analogy, it looks more like intentional paint strokes; it feels much more cohesive, and it’s easier to traverse (if only marginally so). You should try the prerelease yourself. I am so excited for this!! It's going to be hard to wait for a more stable version to come to the account manager. Edited June 20, 2025 by dakko 4
Guimoute Posted June 21, 2025 Report Posted June 21, 2025 On 6/16/2025 at 6:07 PM, Tyron said: 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 I hope you have a system in place to generate that special trader in old worlds too. His settlement looks too cute. If you have already explored where he would have spawned (in terms of distance to spawn), draw a line from (0, 0) through him to find the closest ungenerated chunk where he could be placed.
Greccen Posted June 23, 2025 Report Posted June 23, 2025 Quote Tweak: Wolf attacks now have better cooldown and windup I hope this means they can't kill you super fast anymore because they are one of the main reasons I and a few other people stop playing after a while. They already kill you insanely fast with no protection, but even with full leather and blocking with a shield is risky. In group they just are rampant murderers. 2
MagpieOAO Posted June 23, 2025 Report Posted June 23, 2025 7 hours ago, Gregory Verhulst said: I hope this means they can't kill you super fast anymore because they are one of the main reasons I and a few other people stop playing after a while. They already kill you insanely fast with no protection, but even with full leather and blocking with a shield is risky. In group they just are rampant murderers. I think so! A lot of people thought it was a bug they have so little windup and clip into you. If I see a wolf before it sees me, it's going to get pelted with rocks until it keels over 1
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