Tyron Posted September 9, 2025 Report Posted September 9, 2025 Dear Extraordinary Survivalists v1.21.1, a stable release, can now be downloaded through the account manager. Another 100 tweaks and fixes closer to salvation. \o/ Oven hut by Crustacean Oreo, shared in #screenshots on Discord Game updates since 1.21.0 Tweak: Gameplay balancing changes Provide 50% rain protection for all the other hats (some already had it in 1.21.0) Healing with a poultice will no longer cancel when off the ground The important Lore blocks/entities now all emit the same consistent type of particles to better visualize what is interactable Various minor changes to the rarity of bears, elks, deer, goat and moose. In particular, deer are now more common Increase max head turn angle when riding an elk from 85° to 105° Headless bear pelts can be turned into generic pelts (for use in other recipes that use generic pelts) Can now craft arrows from obsidian as well as other stone Reduce timeswitch cooldown from 3s to 2s Increase locust spawns during Eidolon fight Tweak: Artisan trader no longer sells complete tile blocks, but individual tiles, that player must then craft into blocks or slabs (using mortar). Tweak: Moose are solitary animals: if females and males happen to spawn close by each other, the female will not follow the male Tweak: Female hares can now breed with adult male hares of any type, does not have to match their own type Tweak: Baby rabbits now also seek food to eat Tweak: Further adjustments to deer walking speeds Tweak: Color grading fine tuning. Should fix cases of extremely bright fog Handbook tweaks: Added two more hints to the Prospecting Guide In the Starter Guide, torches are now linked to the torch page Cattails plant included in search result for "reeds" In arrow descriptions, less confusing piercing damage modifier info 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. Tweak: Books now have limits: title cannot exceed 80 characters, text cannot exceed 80000 characters Tweak: In the Journal GUI, better spacing between chapters Tweak: For commands specifying entities using e[], throw error if an invalid entity selector (or no selector) is used. To select all entities, use entity selector e[!]. Prevents accidental teleporting of all entities e.g. via /tp e[1231] tyron Tweak: For commands specifying entities, the help example text is now correct for the updated gazelle entity type code Tweak: Added /serverconfig modwhitelist/modblacklist to modify the mod black and whitelist Tweak: Added capability to display a notification inside the server hosting dashboard for future maintenance windows Tweak: Disable "World Settings" button in the server dashboard - it is not supported at this point Tweak: On Linux when using AMD or Intel GPUs let the mesa driver try to use the dedicated GPU if multiple are available Fixed: Crash for some players updating 1.20 worlds to 1.21 [technical info: occurs prior to remapping, in some cases where the game tries to render ground storage with unremapped contents] Fixed: Game crash on upgraded savegames from 1.20 worlds with bugged shields Fixed: Claims with a grant from game version 1.20 or before would not allow to open doors for permitted players or groups Fixed: Grass or snow blocks sometimes floating in the air. Github #6799 Fixed: Sometimes attack sounds were playing twice Fixed: Attacking drifters/shivers/bowtorn with a falx would sometimes open their inventory on death Fixed: Armor stand sometimes spawning with weird or invalid items on them in ruins [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 /wgen regen 0 to regenerate] Fixed: (in progress) Game crashing occasionally on accessing storage, now gives more info in the crash report Fixed: Barber-induced nudism (#6775) Fixed: Figureheads would not display the proper material on boats Fixed: Some metal trapdoors had incorrect textures Fixed: Metal trapdoors made wooden sounds Fixed: Some metal blocks were not craftable Fixed: Metal support beams had their material set as wood Fixed: Female hares would not be baited by basket traps unless ready to mate Fixed: Various unrealistic behaviors for snow-covered chiseled blocks when changing blocks above or below Visual fixes: Shadows from player held tools and weapons were missing, in 1.21.0 Items would occasionally not be visible Fixed faint black lines between some grassy topsoil blocks, in 1.21.0 Sunflower leaves wind motion was all wrong, in 1.21.0 Ocean waves now less jerky in strong wind conditions In an inventory, grubs, some bracelets, and clutter ports, could clip through other GUIs Silver/gold/iron/steel axe heads wrongly positioned when held in tongs Cooking pots with meals in them would not display the proper texture on an elk Bowl with meal had mis-colored bottom face. Also changed all bowl models to use full bottom face Ground-placed seed bags were far too large Hair and hats were showing through helmets, and other clothing conflicts Typo in curly top bun hairstyle prevented it from hiding properly with clothing and armor Pristine Nadiyan miner boots were using dirty miner boots texture 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] Z-fighting on firestarter model Sedge had bad GUI transform Fixed: Ingot molds and tools placed on the ground would sometimes change position Fixed: Unable to fill a fruitpress with the full 10L worth of honeycomb Fixed: Attempt to fix issues with bees not spreading to empty skeps, until the area is revisited. Github #6924 Fixed: Angry bee swarm could attack the sailboat Fixed: Missing interaction help for harvestable skep Fixed: Invisible chunks with saplings, if saplings in pots were seen previously. Github #6813 Fixed: Crash when breaking saplings, if saplings in pots were seen previously Fixed: Corruption of a single block mesh no longer makes the whole chunk invisible. Github #6813 Fixed: Corruption of a single player data no longer prevents the game from getting autosaved (we had this happen on TOPS) Fixed: Crash for Water Striders. Github #6915 Fixed: Client crash when server logging of block changes (LogBlockBreakPlace) is enabled and a chisel material with a stack size of 1 is added Fixed: Game crashing when opening a command block twice Fixed: Stainless steel items should have been excluded from handbook, but some had a typo in their entries, so were still showing Fixed: Handbook description incorrectly claimed nuggets needed to be evenly spread across crucible slots Fixed: Hide armor json had unnecessary durability entries Fixed: Small fixes to the Devastation tower Fixed: Monsters in passive worlds would not fight back even when attacked Fixed: Saffron milkcap mushrooms never spawned in the world Fixed: Stacked bowls of glue would use up too much glue for the amount repaired Fixed: Gear and skull figureheads had the same grid recipe Fixed: Mitigate extreme face clipping into rider with elk passenger Fixed: Saddle breaks required for elk would reset when game was restarted Fixed: Tamed albino elk had missing translation entries in info HUD Fixed: Gazelles were missing dead localization strings Fixed: New fish were missing dead localization strings Fixed: Many wall scribbles in a 2nd story chapter location lacked localization Fixed: Command /weather setw still did not clear sandstorm ambient Fixed: Single player game would crash if clientsetting forceUdpOverTcp was true Fixed: Shader compile warning 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. [In general any OpenGL error at the start is fixable by re-starting the computer or updating the graphics driver, see Github #6888] Fixed: Wrong mouse cursor on the login screen Fixed: Wonky "loginfailure-ipchanged" error handling during TOTP login Fixed: Mod icons in the mod manager now have their original sharpness Fixed: Minor visual bugs in the Vintagehosting dashboard Fixed: On Linux if /proc/meminfo is not readable the client or server would crash on startup Fixed: Linux fonts not working properly if the install.sh was not run Fixed: Linux when selecting to enable mesa_glthread the fonts.conf would no longer work 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 API Fixed: Recipe selector did not clip oversized items API Fixed: SimpleParticleProperties.Clone() was broken API Fixed: Recipes not correctly handling advanced wildcards pattern API Fixed: Able to explicitly specify a blank texturePrefixCode API Fixed: Cooking pots now set their texture prefix code per variant in JSON rather than using a code solution API Fixed: For multiply behavior, eatAnyway setting was being ignored API Fixed: DrawSvg,LoadSvg,LoadSvgWithPadding when passing null for the color it will now properly load the SVG's color 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) Game updates since 1.21.1-rc.2 (also listed above) Tweak: Added two more hints to the prospecting guide Tweak: Color grading fine tuning. Should fix cases of extremely bright fog Tweak: Added capability to display a notification inside the server hosting dashboard for future maintenance windows Fixed: Grass or snow blocks sometimes floating in the air. Github #6799 Fixed: Saddle breaks required for elk would reset when game was restarted Fixed: Unbreak /tp command (and all other entity selectors). Broken in 1.21.1-rc.2 Fixed: /weather setw still did not clear sandstorm ambient Fixed: Tamed albino elk had missing translation entries in info hud Fixed: Mitigate extreme face clipping into rider with elk passenger 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 API Fixed: DrawSvg,LoadSvg,LoadSvgWithPadding when passing null for the color it will now properly load the SVG's color View full record 11 4 3
Professor Dragon Posted September 9, 2025 Report Posted September 9, 2025 (edited) > Fixed: Grass or snow blocks sometimes floating in the air. Huzzuh! Appreciating this fix. Going through the rest of the list now. > Provide 50% rain protection for all the other hats (some already had it in 1.21.0) Nice. I've really been enjoying the rain protection. Happy it has been extended. Time to get my merchant hat out of the closet. > Fixed: Items would occasionally not be visible Glad to see it! This is another long list of amazing changes, so close to the last release. Thank you! Professor Dragon. EDIT Floating grass that was introduced in the prior major update is still present in the current patch. Is the patch just preventative to stop new grass from floating, or should it have addressed prior floating grass? I'd attach an image, but I'm having trouble getting past the size restriction, even though the size is met. EDIT TO EDIT Checked the patch notes on GitHub. "radfast Confirmed: the fix for this is included in game version 1.21.1 released today, so it should not happen again. However, existing floating grass/snow blocks will remain and will have to be manually deleted, sorry 'bout that!" So I'm going to leave my patches of floating grass, as just evidence of more temporal shenanigans in a broken world. They can fit right in with the floating mountains, odd vertical chunk borders and . . . monsters. Edited September 9, 2025 by Professor Dragon 1
Richtiger Feger Posted September 9, 2025 Report Posted September 9, 2025 Can/should I install this update from 1.21? I run a lot of mods
Professor Dragon Posted September 9, 2025 Report Posted September 9, 2025 1 hour ago, Richtiger Feger said: Can/should I install this update from 1.21? I run a lot of mods Yes to both. Although if there is nothing you're really keen on, you could let the early adopters go first. But take a backup if you're at all concerned - good practice in any case. 1 1
StCatharines Posted September 9, 2025 Report Posted September 9, 2025 (edited) 4 hours ago, Tyron said: Tweak: Color grading fine tuning. Should fix cases of extremely bright fog Excellent! I notice that things looked very washed out, at times. 2 hours ago, Richtiger Feger said: Can/should I install this update from 1.21? I run a lot of mods I just did; no real issues. I also use quite a few mods! The only issue I had was related to (I think) Combat Overhaul/Armory. Duplicated the obsidian arrowheads recipe. "9.9.2025 07:10:17 [Error] Failed registering item game:arrow-obsidian:" and "9.9.2025 07:10:17 [Error] Failed registering item game:arrowhead-obsidian:" Edited September 9, 2025 by StCatharines 2
LadyWYT Posted September 9, 2025 Report Posted September 9, 2025 6 hours ago, Tyron said: Tweak: Color grading fine tuning. Should fix cases of extremely bright fog Oh good, because there's been a lot of fog in the game recently and it's been blinding. I do love me a good foggy day, but that was just a bit much. 1
phoenixmastm Posted September 9, 2025 Report Posted September 9, 2025 4 hours ago, StCatharines said: Excellent! I notice that things looked very washed out, at times. I just did; no real issues. I also use quite a few mods! The only issue I had was related to (I think) Combat Overhaul/Armory. Duplicated the obsidian arrowheads recipe. "9.9.2025 07:10:17 [Error] Failed registering item game:arrow-obsidian:" and "9.9.2025 07:10:17 [Error] Failed registering item game:arrowhead-obsidian:" I think Combat Overhaul Armory is also removing some of the new stone arrows as well. I'm having the same issue and other than the obsidian arrows, I can't find any new arrows.
Morrogh Posted September 9, 2025 Report Posted September 9, 2025 (edited) Hello people, when I try to update to v.1.21.1, my anti-virus (IObit Malware Fighter) quarantines the update. Edit: File: .../AppData/Local/Temp/is-94IHA.tmp/vs_install_win-x64_1.21.1.tmp Type of danger: Gen:Variant.Fugrafa.314871 Can somebody tell me, why is this happening? Edited September 10, 2025 by Morrogh
Never Jhonsen Posted September 9, 2025 Report Posted September 9, 2025 9 hours ago, Tyron said: Tweak: Books now have limits: title cannot exceed 80 characters, text cannot exceed 80000 characters Well that answers a question I've been wondering for some time
Maelstrom Posted September 9, 2025 Report Posted September 9, 2025 12 hours ago, Professor Dragon said: > Fixed: Items would occasionally not be visible Glad to see it! 3
ZointMan Posted September 10, 2025 Report Posted September 10, 2025 Has the lighting been changed at all? All my lanterns etc seem to be emitting hardly any light whatsoever since updating.
Professor Dragon Posted September 10, 2025 Report Posted September 10, 2025 Just now, ZointMan said: Has the lighting been changed at all? All my lanterns etc seem to be emitting hardly any light whatsoever since updating. Don't know. There has been some change to lighting presumably, because of this line: "Tweak: Color grading fine tuning. Should fix cases of extremely bright fog " My observations are that the inside of my house lit by lanterns is very bright at the moment, almost too bright. On the other hand, I went mining and my torches weren't lighting up far at all. But then next day they were doing what they normally do. Barring a dev. chipping in, I'd say to keep an eye on it. Try in different locations and different weather conditions. Bad weather outside (fog, rain) has previously been really bad on my world for impacting interiors where sunlight doesn't reach. 4
Fistandantilus Posted September 10, 2025 Report Posted September 10, 2025 How does one convert a world from say 1.21.0 to 1.21.1? I don't wanna start over again so soon
LadyWYT Posted September 10, 2025 Report Posted September 10, 2025 1 minute ago, Fistandantilus said: How does one convert a world from say 1.21.0 to 1.21.1? I don't wanna start over again so soon You shouldn't need to do anything with worlds created in 1.21.0--just load the world as normal after updating to 1.21.1. Though if you want to be extra cautious, you can always make a backup before you load it. 1 2
Rhyagelle Posted September 10, 2025 Report Posted September 10, 2025 Quote Tweak: Artisan trader no longer sells complete tile blocks, but individual tiles, that player must then craft into blocks or slabs (using mortar). I'm going to be honest... I do not like this change. 5
Scurge Posted September 10, 2025 Report Posted September 10, 2025 I just jumped in my world and there are so many constant goat spawns, like, I just captured 10, and then 4 more spawn... More common is an understatement 3
Yerik Posted September 10, 2025 Report Posted September 10, 2025 When I logged in to this update the first thing I noticed was how fuzzy everything looked. I ended up turning off bloom, which helped a lot, and turning up the texture quality. In case anyone else has this issue. 1 2
StCatharines Posted September 10, 2025 Report Posted September 10, 2025 On 9/9/2025 at 2:23 AM, Tyron said: Fixed faint black lines between some grassy topsoil blocks, in 1.21.0 So... I admit, they are no longer black lines. 8
ZointMan Posted September 10, 2025 Report Posted September 10, 2025 15 hours ago, Professor Dragon said: Don't know. There has been some change to lighting presumably, because of this line: "Tweak: Color grading fine tuning. Should fix cases of extremely bright fog " My observations are that the inside of my house lit by lanterns is very bright at the moment, almost too bright. On the other hand, I went mining and my torches weren't lighting up far at all. But then next day they were doing what they normally do. Barring a dev. chipping in, I'd say to keep an eye on it. Try in different locations and different weather conditions. Bad weather outside (fog, rain) has previously been really bad on my world for impacting interiors where sunlight doesn't reach. Thanks for the helpful and in-depth reply. It seems as though the fog was the culprit, as my village is no longer pitch black at night. I couldn't even see the fog at the time, so it was a bit confusing. 1 1
Professor Dragon Posted September 11, 2025 Report Posted September 11, 2025 23 hours ago, Rhyagelle said: I'm going to be honest... I do not like this change. "Tweak: Artisan trader no longer sells complete tile blocks, but individual tiles, that player must then craft into blocks or slabs (using mortar). " What does this cover? I'm looking at the Wiki Selling list for the Artisan Trader and don't see either block nor tile mentioned: https://wiki.vintagestory.at/Trading#Artisan
LadyWYT Posted September 11, 2025 Report Posted September 11, 2025 6 minutes ago, Professor Dragon said: What does this cover? I'm looking at the Wiki Selling list for the Artisan Trader and don't see either block nor tile mentioned: 1.21 added new ceramic tile blocks that players can purchase as decoration from artisan traders. That addition was tweaked so that instead of buying full blocks, the player now buys the individual tiles(presumably X gears for a Y tiles, and not X gears for a single tile) and must craft the blocks themselves with mortar. The wiki probably hasn't been updated yet for a lot of new content. 2 1
Echo Weaver Posted September 11, 2025 Report Posted September 11, 2025 4 minutes ago, LadyWYT said: 1.21 added new ceramic tile blocks that players can purchase as decoration from artisan traders. That addition was tweaked so that instead of buying full blocks, the player now buys the individual tiles(presumably X gears for a Y tiles, and not X gears for a single tile) and must craft the blocks themselves with mortar. The wiki probably hasn't been updated yet for a lot of new content. Do you know what the reasoning is here? Maybe to allow the crafting of different blocks from the tiles?
LadyWYT Posted September 11, 2025 Report Posted September 11, 2025 7 minutes ago, Echo Weaver said: Do you know what the reasoning is here? Maybe to allow the crafting of different blocks from the tiles? I don't know the reasoning, but I think you're probably on to something there. If the traders just sell individual tiles, then it's easy to allow different blocks to be crafted from the same tile. Additionally, if the player is ever able to fire their own tiles via beehive kiln, then they can just purchase extra at the local artisan if they happen to run a few tiles short, rather than have to fire the kiln again. Otherwise...maybe for "realism"? In that if you go to the local hardware store, they're going to sell you individual tiles/boxes of tiles, which you have to put down yourself. If that were the logic though, you'd think the building traders would sell individual boards instead of blocks of boards. Of course, it could just be for consistency regarding the more decorative stonework blocks--they all seem to require mortar of some sort and it's not really fair to have only one type be purchasable as a complete block. 1
StCatharines Posted September 11, 2025 Report Posted September 11, 2025 On 9/9/2025 at 10:05 PM, Scurge said: I just jumped in my world and there are so many constant goat spawns, like, I just captured 10, and then 4 more spawn... More common is an understatement Even this is an understatement! Last night during multiplayer, I had multiple players experience quite the interesting issue: on cobbled/polished/tiled floors, in well lit areas, in player-built structures, "families of goats" were spawning. Kids, two adults, etc. Repeatedly. It should be dialed back a bit, perhaps? Right now it's rather absurd how frequently this was being brought up over only a few hours. 1 3 1
Krougal Posted September 13, 2025 Report Posted September 13, 2025 So since the hats got rain protection and warmth, I was bent about my hunter hood not getting it. Having a look through the assets file for head.json it should be getting 70% rain, although I don't see anything about warmth (but then I don't see it for any of them).
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