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Posted

Dear Extraordinary Survivalists
v1.21.0-rc.3, a unstable release, can now be downloaded through the account manager.

Should hopefully be the last release candidate. We couldn't resist adding a little more content!

Known issue: like the Emperor's New Clothes, clothes on players are made of the finest materials but invisible - except to the wise ;) 

Added coral fences
coralfence.thumb.png.d88230801c5ffc77409e044641368997.png

Majorly reworked deer / moose animations
2025-08-0517-43-20.gif.816cc7601188e9e576eb9b561bf5da13.gif

 

Game updates

  • Feature: Added coral fence (made from coral chunks)
  • Feature: Added text selection with a mouse and various other selection enhancements - PR by Genhis
  • Feature: Added several more piles, including: flax twine, leather, fat, windmill sails, pulp, thatch, and rods. Also some that require Ctrl-shift e.g. Stones
  • Feature: Cementation furnace carburization in handbook
  • Feature: Show display/liquid containers that can hold items in handbook
  • Feature: Show items that can be stored inside display/liquid containers in handbook
  • Tweak: Server Performance: Optimised the most bottle-necking AiTasks when many animals are in enclosures
  • Tweak: Majorly reworked Deer animations
  • Tweak: Clayforming will place outputs on the ground where they were formed
  • Tweak: Pick Block will flip items out of the inventory in survival
  • Tweak: Prefer not to pick up items into offhand slot if other space is available
  • Tweak: Stone path blocks can no longer be water-logged
  • Tweak: Aged firewood can now be crafted from aged logs
  • Tweak: Slight modifications to wolf model
  • Tweak: On Linux use X11 window by default since it has no scaling issues and better performance
  • Fixed: Sign in village could not be translated
  • Fixed: Ingot molds placed by other players would sometimes be invisible
  • Fixed: When attaching an anchor to boat it would sometimes be lowered
  • Fixed: Error when remapping old ingot molds
  • Fixed: Outdated handbook taming section.  Now mention how to trap and tame a baby elk.
  • Fixed: Sturgeon had bad 'mouth' animations
  • Fixed: Buckets picked up off the ground did not stack with newly crafted buckets
  • Fixed: Underwater ambient sound not playing when swimming in certain water plants or other waterlogged blocks
  • Fixed: Missing unrevealed nametag translations for villagers and traders
  • Fixed: Several lines of dialogue for traders missing from translation
  • Fixed: Various spelling, grammar, or capitalization mistakes in various language strings
  • Fixed: Unclear or incorrect information in various language strings
  • Fixed: Rare exception when breaking chiselled Mixed Cobble blocks in ruins
  • Fixed: Seeds going into the offhand
  • Fixed: Sailboat showed squished wood texture when unnamed
  • Fixed: Sailboat name would become blank when world was exited and re-entered
  • Fixed: Elevator player model rotation
  • Fixed: Flicker/jank on the elk when switching from back seat to front seat
  • Fixed: Bowstave drying handbook title showed up on incorrect pages
  • Fixed: Semitamed elk would always use albino texture
  • Fixed: Opening the handbook from the escape menu would unpause the game, even if the handbook was set to pause the game
  • Fixed: Female baby bighorn localized as male
  • Fixed: Rickety translocator could not be moved, once placed.
  • Fixed: Lore scrolls clipping into each other on shelves
  • Fixed: Tall display cases z-fighting with underside of thatched roof.
  • Fixed: Fisher pants z-fighting with shirts etc.  Musician hood hair clipping issues.
  • Fixed: Raccoons did not flee from wolves
  • Fixed: Various clothing issues (mostly nadiyan)
  • Fixed: New fish were missing localizations
  • Fixed: Monsters still spawn with lore content turned off
  • Fixed: Random generation of loose rusty gears used incorrect percentages
  • Fixed: Incorrect old entity codes in flee tasks of most animals. Pig and sheep babies did not have correct adult codes in 'grow' behavior.
  • Fixed: Glider-Ladder hyperlanes. No more whee zoom zoom, sorry!
  • Fixed: Crash for meals with less than 1 full portion
  • Fixed: Handbook issues with bookshelves, scroll racks, and antler mounts related to properly showing what they drop
  • API Tweak: Add inForgeTransform to .tfedit ui
  • API Tweak: Added tags to block and item descriptions when extendedDebugInfo is true
  • API Tweak: Changed alternativeCollisionBoxX and alternativeCollisionBoxY to alternativeCollisionBox for EntityDrifter
  • API Tweak: removed ISaveGame.LandClaims, use sapi.WorldManager.LandClaims instead
  • API Tweak: Hopper open and close sounds settable from json
  • API Fixed: Refactored melee attack ai task was not registered
  • API Fixed: Fixes crash when tool molds placed which have "shape" folder in their shape path

 


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Posted
20 minutes ago, Tyron said:

Fixed: Buckets picked up off the ground did not stack with newly crafted buckets

Excellent! This is one of those little QoL-impacting bugs that has been plaguing me for a while now.

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Posted (edited)
31 minutes ago, Tyron said:

Tweak: On Linux use X11 window by default since it has no scaling issues and better performance

What does this mean exactly? X11 is the legacy desktop protocol on Linux and many distributions are moving to deprecate it in the next year or two. There are several ways to improve performance under Wayland mostly involving better support for vulkan and mesa but unless I'm misunderstanding what this is stating, this will make the game run under xwayland for most user's modern Linux desktop environments and will likely hurt performance for those users.

Edited by TrainDoc
Posted

Good evening,
I've been trying to generate worlds, and they seem much "uglier" to me. The rocks are distributed terribly, as is the ratio between swamps, mountains, and flat lands. Plus, the gravel fields look so unnatural!
What happened to the fantastic world generation?

20250805211218_1.thumb.jpg.d5df29df1f66830e6fd92d00c81e67bb.jpg20250805211144_1.thumb.jpg.794bab9ffca6978248157e183d9b5410.jpg

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Posted
12 minutes ago, alberto_ascani said:

Good evening,
I've been trying to generate worlds, and they seem much "uglier" to me. The rocks are distributed terribly, as is the ratio between swamps, mountains, and flat lands. Plus, the gravel fields look so unnatural!
What happened to the fantastic world generation?

20250805211218_1.thumb.jpg.d5df29df1f66830e6fd92d00c81e67bb.jpg20250805211144_1.thumb.jpg.794bab9ffca6978248157e183d9b5410.jpg

I can’t explain why, but that looks like normal terrain generation.

  • Like 2
Posted
1 hour ago, alberto_ascani said:

Good evening,
I've been trying to generate worlds, and they seem much "uglier" to me. The rocks are distributed terribly, as is the ratio between swamps, mountains, and flat lands. Plus, the gravel fields look so unnatural!
What happened to the fantastic world generation?

20250805211218_1.thumb.jpg.d5df29df1f66830e6fd92d00c81e67bb.jpg20250805211144_1.thumb.jpg.794bab9ffca6978248157e183d9b5410.jpg

I've got screenshots of this happening in 1.20 and earlier versions.   That's a gravel plain where the underlying rock strata changes.  I have one screeny that shows a very circular border between the two rock types.

Posted
3 hours ago, Vance said:

Where are my clothes at? Im naked and armor is invisible too.

Same, i dont know why it does that, but sometimes it seems you CAN get to much fresh air lol.

Posted
4 hours ago, TrainDoc said:

What does this mean exactly? X11 is the legacy desktop protocol on Linux and many distributions are moving to deprecate it in the next year or two. There are several ways to improve performance under Wayland mostly involving better support for vulkan and mesa but unless I'm misunderstanding what this is stating, this will make the game run under xwayland for most user's modern Linux desktop environments and will likely hurt performance for those users.

Following up on @TrainDoc's questions, I have a few more:


1. Does this mean we will get the option to choose between X11 and Wayland, with X11 being the default?

2 . Are there plans to migrate towards Wayland and make it the default? Especially considering how major distro’s are adopting it as a default.

3. What graphics API are you using, Mesa, Vulkan, or another?

4. Unrelated to performance but, is Linux an important part of VS users? What percentage does the Linux users represent?

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Posted
4 hours ago, Adnyeus said:

thats natural selection.

dont play on unstable releases. 

Well, now we may need that age verification after all, they just made it an "adult" game. 🤣

  • Haha 1
Posted
6 hours ago, Tyron said:

Known issue: like the Emperor's New Clothes, clothes on players are made of the finest materials but invisible - except to the wise ;) 

 

Not being facetious, what does this even mean? I know the allegory for self-important liars but what does this actually mean?

Posted
17 minutes ago, falco_lombardi said:

Not being facetious, what does this even mean? I know the allegory for self-important liars but what does this actually mean?

It means exactly what it says. As per other people in this thread there's a bug where clothes/armor are showing up as invisible 

Posted
2 hours ago, Ginnunga said:

3. What graphics API are you using, Mesa, Vulkan, or another?

Just a point of clarification, Mesa is a collection of drivers that provide support for APIs like vulkan, openCL and so on. Mesa has user-space code for running graphics on different sets of supported hardware more specifically. So the better question is "what GPU APIs are you targeting and will you be aiming to have high quality support for Mesa's implementations of those APIs?" etc. Hope that makes sense!

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Posted
7 hours ago, Cordovan said:

It means exactly what it says. As per other people in this thread there's a bug where clothes/armor are showing up as invisible 

At which quality do clothes begin showing up invisible? How do I increase my character's Wisdom?

Posted

Clarification regarding the Linux X11 window change:
Tweak: On Linux, use X11 window by default since it has no scaling issues and better performance.

Since we updated our graphics library OpenTK (OpenGL) in version 1.21, it now defaults to opting out of Wayland (previously, it was opt-in). For now, we’ve restored the old opt-in behavior on our end.

When we say “X11 window,” this means Xwayland when running on a Wayland session, you do not need to have a standalone X11 environment installed to play Vintage Story.

By default, on Wayland, we will try to use Xwayland. If it is not available, the game should fall back to native Wayland.

Reason for this change is that currently, in VS (via OpenTK/GLFW), we do not properly support high-DPI monitor scaling on Wayland. This works correctly when using Xwayland. Additionally, as the community has pointed out, we have observed that Xwayland generally provides higher FPS.


If you want to force VS to use native Wayland, set the following environment variable before launching the game:

OPENTK_4_USE_WAYLAND=1


We are further going to look into improving high-DPI monitor scaling support.
Linux is not our highest priority but certainly we want to continue to properly support Linux whether you use X11 or Wayland.
 

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