Tyron Posted August 16, 2025 Report Posted August 16, 2025 Dear Extraordinary Survivalists v1.21.0-rc.5, an unstable release, can now be downloaded through the account manager. More bug Whack-a-mole. Thanks a lot for testing, everyone. We're getting there! Known issue: windmills may not work in some parts of a world (related to very low wind). As always with unstable releases, we recommend use these versions for testing and for mod development, but do not play your treasured older worlds in these versions. If you have begun playing a world in a -rc version, be prepared to start a new world when 1.21.0-stable is released (which should be soon now!) [Update 8/17/2025] Also released rc.6 to five more issues Fixed: Worldgen anomalies could occur at some chunk borders in -rc.5 Fixed: Snow accumulation and other weather systems not working in -rc.5 Fixed: Some ruins in -rc.5 were broken due to the BlockRandomizer. Github #6642 Fixed: Skeleton (Compact) in ruins should now be visible again. Github #6651 Fixed: Resonance Archives most complex chunks sometimes invisible in -rc.1 to -rc.4 Screenshot by Tachyon, shared in #screenshots on Discord Game updates Tweak: Performance: Improve FPS in large fields of grass, heather and similar plants. From 80 FPS to 100 FPS in one particular test case. [Technical info: if grass/plants are short, draw them with shorter faces using drawnHeight] Tweak: Reduced reef fish flee radius so you can see them closer. Drops reduced to 0, since they're much easier to kill. Tweak: Timeswitch skill now has a slot background to better communicate to the player that it's a slot they can switch to Fixed: Lazaret not spawning anymore (issue introduce in -rc.4) Fixed: Significant memory leak with ground storage piles Fixed: Ruined bookshelves with lore book, render the book properly at all rotations Fixed: Armor on armorstand not rendering Fixed: Spearhead in tongs transform was way off Fixed: Crucible z-fighting on bottom face Fixed: Raccoon held currants not neatly positioned in their mouths Fixed: Worldgen borders for mapregions on the west edge of map, if east edge of world map was visited first. Github #6613 Fixed: Dynamic Color Grading no longer causes frequent writes to clientsettings.json. Github #6607 Fixed: Mechanical parts spawned by schematics worldedit/worldgen did not automatically connect and rotate, fixed gears not respecting schematic rotation operations in worldedit/worldgen Fixed: Crash to desktop when breaking chiselled coral block Fixed: Crash loops when players hold certain invisible blocks or items. Github #4777 Fixed: A rare exception on the server [Detail: BlockRandomizer placed from a schematic during worldgen should initialise its BlockEntities on the main thread. ref Github #5315] Fixed: Rare crash to desktop if the player, in a settings menu, uses keyboard controls to move sliders to their ends. Github #6608 Fixed: "/whitelist off" and "/whitelist on" was not saved to config file API Tweak: if ToolDurabilityCost in recipe is equal to 0 item won't be destroyed even if it has no durability View full record 10 2 1
Moltrey Posted August 16, 2025 Report Posted August 16, 2025 Whoof, some of these are big difference makers Tyron- thanks! 2
LadyWYT Posted August 16, 2025 Report Posted August 16, 2025 3 hours ago, Tyron said: More bug Whack-a-mole. Thanks a lot for testing, everyone. We're getting there! In all fairness, reading the bug reports is its own brand of entertaining. 1 1 1
Foe Hammer Posted August 16, 2025 Report Posted August 16, 2025 14 minutes ago, LadyWYT said: In all fairness, reading the bug reports is its own brand of entertaining. Right? I am still internally giggling about the teleporting fish. 2
Jacek Babiak Posted August 16, 2025 Report Posted August 16, 2025 I have a question. Would it be possible to paint roof tiles in different colors someday? For example, by dipping them in a barrel of colored paint? And let's say it only works on white/cream roof tiles (whole blocks or individual tiles). I've come up with this idea now. I've also noticed that every few new worlds I've created have rendering issues, specifically with cut-off mountains or oceans (the vertical walls, or rather, the entire chunk, are different and don't fit the surrounding area). I don't know if it's the mod's fault, but it wasn't there before.
Foe Hammer Posted August 16, 2025 Report Posted August 16, 2025 2 minutes ago, Jacek Babiak said: I have a question. Would it be possible to paint roof tiles in different colors someday? For example, by dipping them in a barrel of colored paint? And let's say it only works on white/cream roof tiles (whole blocks or individual tiles). I've come up with this idea now. Sounds more like the mod Bricklayers. I do not think it has that feature, however I have net even scratched the surface of that mod, so may be worth taking a look. 4 minutes ago, Jacek Babiak said: I've also noticed that every few new worlds I've created have rendering issues, specifically with cut-off mountains or oceans (the vertical walls, or rather, the entire chunk, are different and don't fit the surrounding area). I don't know if it's the mod's fault, but it wasn't there before. I have not had those issues, is it happing with the experimental release? Do you have mods that affect world gen?
LadyWYT Posted August 16, 2025 Report Posted August 16, 2025 10 minutes ago, Jacek Babiak said: I've also noticed that every few new worlds I've created have rendering issues, specifically with cut-off mountains or oceans (the vertical walls, or rather, the entire chunk, are different and don't fit the surrounding area). I don't know if it's the mod's fault, but it wasn't there before. 5 minutes ago, Foe Hammer said: I have not had those issues, is it happing with the experimental release? Do you have mods that affect world gen? It's an issue that's been plaguing the release candidates, and seems to have resurfaced in rc5. There's already a bug report over on github. 1 2
Jacek Babiak Posted August 16, 2025 Report Posted August 16, 2025 (edited) 23 minutes ago, Foe Hammer said: have not had those issues, is it happing with the experimental release? Do you have mods that affect world gen? Read the last sentence again 23 minutes ago, Foe Hammer said: Sounds more like the mod Bricklayers. I do not think it has that feature, however I have net even scratched the surface of that mod, so may be worth taking a look. I'm talking about the roof tiles themselves. Edited August 16, 2025 by Jacek Babiak 1
AnniPicto Posted August 16, 2025 Report Posted August 16, 2025 Before the update, the mill worked, after the update it stopped. We broke all the mechanical blocks of the mill and reinstalled them, but it did not help. Returning to the previous version of the game (1.21.0-rc.4) made the mill work again. 1 1
LadyWYT Posted August 16, 2025 Report Posted August 16, 2025 4 minutes ago, AnniPicto said: Before the update, the mill worked, after the update it stopped. We broke all the mechanical blocks of the mill and reinstalled them, but it did not help. Returning to the previous version of the game (1.21.0-rc.4) made the mill work again. https://github.com/anegostudios/VintageStory-Issues/issues/6636 1
Krougal Posted August 16, 2025 Report Posted August 16, 2025 11 minutes ago, LadyWYT said: https://github.com/anegostudios/VintageStory-Issues/issues/6636 Yeah, I just added to the issue: I have been seeing this as well. Manually setting the windspeed with /weather setw storm works for a little while, but then it seems to revert to hurricane (according to hud mod) and the rotor stops again. So that is sorta a workaround for now; make a macro out of it to save some typing. Although I think I may just revert to 4 for now.
Akari_Enderwolf Posted August 16, 2025 Report Posted August 16, 2025 (edited) 7 hours ago, Tyron said: Tweak: Reduced reef fish flee radius so you can see them closer. Drops reduced to 0, since they're much easier to kill. This seems like an odd decision to do. I feel like they should at a minimum have a 10% chance to drop food, with a variance of up to dropping 2 raw fish, rather than no chance at all to drop anything. That would keep them as a less than ideal source of food compared to other fish and animals, without removing drops from them entirely. Edited August 16, 2025 by Akari_Enderwolf 1
Krougal Posted August 16, 2025 Report Posted August 16, 2025 3 minutes ago, Akari_Enderwolf said: This seems like an odd decision to do. I feel like they should at a minimum have a 10% chance to drop food, with a variance of up to dropping 2 raw fish, rather than no chance at all to drop anything. Yeah, I don't know what the devs have against fishing, maybe because it is risk free compared to hunting. I really only fish when I am desperate anyway, red meat is just better in every way.
Akari_Enderwolf Posted August 16, 2025 Report Posted August 16, 2025 1 minute ago, Krougal said: Yeah, I don't know what the devs have against fishing, maybe because it is risk free compared to hunting. I really only fish when I am desperate anyway, red meat is just better in every way. honestly, if they are kept with a drop rate of 0, I may just add their drops back in my tweaks mod. Some of the decisions seem like they are there to promote grind a bit more than necessary to me, so I made my mod to help make some grindier parts of the game a bit easier, like tree seed drops, and monster loot, also to make some stuff react more like real life, like getting 4 sticks from a piece of firewood or beehive kilns being more durable.
LadyWYT Posted August 16, 2025 Report Posted August 16, 2025 9 minutes ago, Krougal said: Yeah, I don't know what the devs have against fishing, maybe because it is risk free compared to hunting. This is probably the case, although fishing actually feels a bit more worth it now, if there are plenty of fish nearby. It used to be that half the time fish would drop no meat; now they seem to drop at least one piece of meat most of the time, sometimes two but rarely none. The drawback is that the satiety points of fish meat has been reduced. 11 minutes ago, Krougal said: I really only fish when I am desperate anyway, red meat is just better in every way. I'm not 100% sure, but I think fish stew might be bugged, since it didn't provide much satiety as other meat stews prior to 1.21, but now seems to offer satiety on par with the other meat stews.
hstone32 Posted August 16, 2025 Report Posted August 16, 2025 Who wants to doubble down on there bing a rc-6? 1
Krougal Posted August 16, 2025 Report Posted August 16, 2025 (edited) 3 minutes ago, hstone32 said: Who wants to doubble down on there bing a rc-6? Considering they keep adding new bugs, it's more like how many more rc's do we expect to see? 1 step up and 2 steps back, such is the life of a software developer sometimes. Edited August 16, 2025 by Krougal
LadyWYT Posted August 16, 2025 Report Posted August 16, 2025 12 minutes ago, hstone32 said: Who wants to doubble down on there bing a rc-6? 9 minutes ago, Krougal said: Considering they keep adding new bugs, it's more like how many more rc's do we expect to see? I think it depends on whether or not the worldgen issues get sorted out or not. Aside from those issues specifically, everything else has felt pretty stable, so once worldgen is fixed I'd wager we'll see a stable release.
kcroxtonjr Posted August 16, 2025 Report Posted August 16, 2025 Is the damage effect on things like grass being misaligned/glitchy already a reported issue? I'm not really sure how to check to see if things are already reported or not.
LadyWYT Posted August 16, 2025 Report Posted August 16, 2025 3 minutes ago, kcroxtonjr said: Is the damage effect on things like grass being misaligned/glitchy already a reported issue? I'm not really sure how to check to see if things are already reported or not. I think radfast already reported it, yes. 1
Thorfinn Posted August 16, 2025 Report Posted August 16, 2025 33 minutes ago, hstone32 said: Who wants to doubble down on there bing a rc-6? What's the spread?
yanlong Posted August 16, 2025 Report Posted August 16, 2025 4 hours ago, LadyWYT said: This is probably the case, although fishing actually feels a bit more worth it now, if there are plenty of fish nearby. It used to be that half the time fish would drop no meat; now they seem to drop at least one piece of meat most of the time, sometimes two but rarely none. The drawback is that the satiety points of fish meat has been reduced. I'm not 100% sure, but I think fish stew might be bugged, since it didn't provide much satiety as other meat stews prior to 1.21, but now seems to offer satiety on par with the other meat stews. I think the use of low-quality meat should be increased. For example, adding new dishes and cooking methods, I very enjoy cooking. In the original version, this type of meat can only be used as fertilizer.
yanlong Posted August 16, 2025 Report Posted August 16, 2025 45 minutes ago, kcroxtonjr said: Is the damage effect on things like grass being misaligned/glitchy already a reported issue? I'm not really sure how to check to see if things are already reported or not. 像草地这样的东西损坏效果错位/卡顿是否已经是一个报告的问题?我不太确定如何检查以查看问题是否已经被报告。 I encountered this bug again while playing rc-4 yesterday, and I was very surprised at that time. At that moment, it fell into a room underground for no reason, much like a "back rooms".
Krougal Posted August 16, 2025 Report Posted August 16, 2025 2 minutes ago, yanlong said: I think the use of low-quality meat should be increased. For example, adding new dishes and cooking methods, I very enjoy cooking. In the original version, this type of meat can only be used as fertilizer. There is a mod that lets you use bushmeat in recipes. I was using it for a while but I found that it just takes away any real incentive to hunt anything but wolves and bears if I can use it for stews and pies.
yanlong Posted August 16, 2025 Report Posted August 16, 2025 Do you mean adding low-quality meat to the stew recipe? I don't think this idea is very good. I tend to prefer multiple cooking methods and other cooking recipes for low-quality meat, just like there are many dishes in reality. Low quality meat is no longer just used as waste or stomach filling, the food style of this game gives people a very appetizing feeling. And the process of cooking and collecting food is also very interesting! 6 minutes ago, Krougal said: There is a mod that lets you use bushmeat in recipes. I was using it for a while but I found that it just takes away any real incentive to hunt anything but wolves and bears if I can use it for stews and pies.
Recommended Posts