Tyron Posted September 30, 2025 Report Posted September 30, 2025 Dear Extraordinary Survivalists v1.21.2-rc.3, an unstable release, can now be downloaded through the account manager. So we broke a couple of things in -rc.1 and -rc.2, those are now fixed. In the process, we fixed a whole load more... Screenshot by F1nchhh, shared on Discord #screenshots channel Game updates Tweak: First 3 days in game now start with low rift weather (for real this time!) Tweak: Further buffed the Rift Ward (radius 40 => 50 blocks, 14 days fuel => 21 days fuel per temporal gear, 5% chance of failing to block rifts => 2.5% chance of failing to block rifts) Tweak: Scrambled eggs meal model revised and updated to have melted-cheesy-goodness! Tweak: Game now removes username from file paths printed in log files Tweak: Command .debug wireframe now has an alias: .debug wf Tweak: New command /entity find to find specific entities (e.g. missing villagers), usually accessible to server moderators Tweak: Certain other /entity information commands (e.g. /entity count, /entity countg, /entity list, /entity locateg) are now usually accessible to server moderators Fixed: Player could be rail-roaded (sideways movement blocked) when walking along a path edge Fixed: Player not able to step up small heights when they formed a corner Fixed: Bandages could not be used while jumping Fixed: Player hunger sometimes not decreasing for a long time, after combi of a large meal and healing. Github #5688 #5815 #5516, with thanks to @traugdor Fixed: Elk fixes Fixed: For an elk with a snaffle bridle, the sprinting control was broken in 1.21.2-rc.1 and -rc.2 Fixed: Elk with a snaffle bridle would keep walking forwards if only left/right movement buttons were pressed API Fixed: Unable to place saddle on semi-tamed elk Fixed: Village fixes Villagers and lore mobs (drifters etc) no longer attack each other. Villagers attempt to flee from lore mobs when in close proximity Make villagers clear their hands before holding weapons Attempt to fix Wall getting stuck at north gate Fix Kat getting stuck in her house at certain times and situations Fixed: Players were able to use a knife to remove decor from chiseled blocks in claimed areas Fixed: Ratlines on sailships could not be mounted Fixed: Labeled chest wouldn't let you properly type in full width messages Fixed: Animals in basket traps which had been caught in 1.20 and earlier game versions could not be released in 1.21.x Fixed: There could be incorrect block shading next to stairs in some orientations Fixed: Adding a single shield to the armor stand rendered two of them - one on each hand Fixed: Crash when breaking invalid chiseled blocks in ruins Fixed: Crash when breaking an anvil mold Fixed: In Settings, a slider could occasionally crash when being scrolled with the mouse wheel Fixed: Handbook grid recipe spacing for bear pelt recipe was incorrect for some GUI scales Fixed: Margins on grid recipes in handbook would be incorrectly scaled on non-default scale sizes Fixed: Base return teleporter invisible when first placed (introduced in 1.21.2-rc.1 and -rc.2) Fixed: Large memory leak in long-running multiplayer servers, introduced in 1.21.2-rc.1 and -rc.2 Fixed: Logged error when placing Base Return Teleporter Fixed: Clay tile pile shape was missing Recipe fixes: Nickel plates did not have a smithing recipe Packed dirt recipe required a blank top row in the grid Clay forming recipe for hoe mold did not match the shape of the output mold Fixed: Some wolf animations playing when they should not Fixed: Minor fixes and changes to story locations and one ruin Fixed: When loading older save games in 1.21.x, only update region maps if necessary API Tweak: Make EntityBehaviorRideable.GetNextGait() virtual, as well as EntityBehaviorGait.SetIdle() and IsIdleGait() API Tweak: The categorycode for the utilities slot has now been broken up into different codes for different types of items. These include: "pot" for cooking pots and crocks, "bladefalx" for falxes, "blade1m" for weapons about 1m long, "bowsmall" for simple and crude bows, and "bowlong" for recurve and long bows. API Note: Calendar.TotalHours had bad documentation. It is not the amount of hours elapsed since game start, but amount of hours elapsed since january 1st of the year the game world started. To get actual game start ingame hours you can now use Calendar.ElapsedHours - which already existed before but returned the wrong value API Fixed: BlockEntityBookshelf NRE crash when using a modded bookshelf with no type API Fixed: Single ingredient modded pies show incorrect name in handbook API Fixed: Handbook would freeze game entirely sometimes when looking at ingredients for meals with a Quantity set higher than 1 API Fixed: Modded tool molds would not always display proper output in handbook View full record 6 2
Teh Pizza Lady Posted September 30, 2025 Report Posted September 30, 2025 13 minutes ago, Tyron said: Fixed: Player hunger sometimes not decreasing for a long time, after combi of a large meal and healing. Github #5688 #5815 #5516, with thanks to @traugdor MOM!! LOOK!!! I'M ON TV!!! 3 8 1
LadyWYT Posted September 30, 2025 Report Posted September 30, 2025 12 minutes ago, Tyron said: Fixed: Player hunger sometimes not decreasing for a long time, after combi of a large meal and healing. Github #5688 #5815 #5516, with thanks to @traugdor This is a pretty huge fix--we've been playing with his modded hotfix on our server and man...it's a game changer. You don't realize how much the bug affected gameplay, until your food stores start running low because you have to actually eat properly! In any case, this fix and all the others are much appreciated. 3
Teh Pizza Lady Posted September 30, 2025 Report Posted September 30, 2025 (edited) 12 minutes ago, LadyWYT said: This is a pretty huge fix--we've been playing with his modded hotfix on our server and man...it's a game changer. You don't realize how much the bug affected gameplay, until your food stores start running low because you have to actually eat properly! In any case, this fix and all the others are much appreciated. I guess I need to go see *how* it was patched now.... EDIT: Nevermind... the GH repo hasn't been updated yet. XD Edited September 30, 2025 by Teh Pizza Lady 1
Tyron Posted September 30, 2025 Author Report Posted September 30, 2025 Just now, Teh Pizza Lady said: I guess I need to go see *how* it was patched now.... 1 2
Teh Pizza Lady Posted September 30, 2025 Report Posted September 30, 2025 1 minute ago, Tyron said: Oh hmm... okay. I see. So it will just be reset every tick when the EntityBehaviorHealth class OnGameTick method triggers the call to ApplyRegenAndHunger. Hmm... so this means that the EntityBehaviorHunger class OnGameTick method still will not trigger ReduceSaturation until hungerCounter stops being reset? I can live with that, though I think I would like to see the normal hunger mechanics not be paused by the hunger drain caused by health regen. But hey, that's what mods are for! LOL 1
LadyWYT Posted September 30, 2025 Report Posted September 30, 2025 1 minute ago, Teh Pizza Lady said: though I think I would like to see the normal hunger mechanics not be paused by the hunger drain caused by health regen. If I'm reading correctly, I think the main issue here is that if passive healing rate is turned down, then it can create the strategy of...just hurt yourself a bit to slow down hunger depletion, and thus make your food stores go further than they really should. 1
Tyron Posted September 30, 2025 Author Report Posted September 30, 2025 12 minutes ago, Teh Pizza Lady said: Oh hmm... okay. I see. So it will just be reset every tick when the EntityBehaviorHealth class OnGameTick method triggers the call to ApplyRegenAndHunger. Hmm... so this means that the EntityBehaviorHunger class OnGameTick method still will not trigger ReduceSaturation until hungerCounter stops being reset? I can live with that, though I think I would like to see the normal hunger mechanics not be paused by the hunger drain caused by health regen. But hey, that's what mods are for! LOL thanks for that remark, i'll talk with the coders about it 1 1
7embre Posted September 30, 2025 Report Posted September 30, 2025 39 minutes ago, Tyron said: Fixed: Player not able to step up small heights when they formed a corner Huh. Curious. How old is this bug? I would like to test jankiness on my spiral pulpit stairway, but at the same time part of me wants to keep my creative world at stable versions only, as I have sunken a lot of hours in it... 1
radfast Posted September 30, 2025 Report Posted September 30, 2025 30 minutes ago, 7embre said: Huh. Curious. How old is this bug? I would like to test jankiness on my spiral pulpit stairway, but at the same time part of me wants to keep my creative world at stable versions only, as I have sunken a lot of hours in it... Sounds like a good time to copy the world save file ... The bug I would think is a good 3 years old, though it's possible it became worse in game version 1.20 onwards when we changed various things in player physics. I have not gone back to older game versions to test them all! The bug relates to which way the player is facing at a corner. Before this fix, if the center of the player was facing up-slope then there was no bug, but if a line drawn forwards from the center of the player "missed" the slope then there could be the bug - in broad terms. On a step on a corner or the end of a row of steps, it was therefore possible to "miss" the slope if most of the player's body was away to the side of the steps. 1
radfast Posted September 30, 2025 Report Posted September 30, 2025 31 minutes ago, Teh Pizza Lady said: Oh hmm... okay. I see. So it will just be reset every tick when the EntityBehaviorHealth class OnGameTick method triggers the call to ApplyRegenAndHunger. Hmm... so this means that the EntityBehaviorHunger class OnGameTick method still will not trigger ReduceSaturation until hungerCounter stops being reset? I can live with that, though I think I would like to see the normal hunger mechanics not be paused by the hunger drain caused by health regen. But hey, that's what mods are for! LOL Hey, thank you for all the research which went into your Github PR, your analysis was spot-on and so helpful in fixing this long-standing bug. In terms of the fix included in 1.21.2-rc.3 I was just looking to fix the specific bug (i.e. the negative hungerCounter) without changing the current game mechanics. Current game mechanics clearly intend to pause the "normal" hunger drain, when there is hunger drain caused by health regen. The bug was it was not only being paused but put into reverse, creating a potentially large negative hungerCounter which would then take ages to reach +10. Today's fix properly pauses the "normal" hunger drain but re-starts it 10 seconds after the health regen drain stops. Seems a sound solution to me. If both drains are running, an injured player would quickly reach starvation. If we want an IRL example, sick / convalescing people often lose their appetite ... @LadyWYT I don't see constantly damaging yourself as an exploit to avoid starvation, as the healing mechanic does also consume saturation. Likewise I don't see dying and respawning with a small healthbar as an exploit, as constantly dying is not sustainable although maybe some people might have to do it to survive on Day 1, if their base is extremely close to spawn. 2 2
Teh Pizza Lady Posted September 30, 2025 Report Posted September 30, 2025 @radfast Thanks for the clarification that pausing the normal hunger drain when injured is intended behavior and your explanation as to why. 2
DUCATISLO Posted September 30, 2025 Report Posted September 30, 2025 >Tweak: First 3 days in game now start with low rift weather (for real this time!) hey wait i saw this complaint in a video days ago... 1
hstone32 Posted October 4, 2025 Report Posted October 4, 2025 On 9/30/2025 at 4:52 PM, Tyron said: This is the closest real life example I've seen to the classic meme if(game->is_broken()) fix(game); 2
Facethief Posted October 4, 2025 Report Posted October 4, 2025 1 hour ago, hstone32 said: This is the closest real life example I've seen to the classic meme if(game->is_broken()) fix(game); While bug fixing never feels like this, bug fixes almost always just… work. Maybe that’s my incompetence speaking, though.
hstone32 Posted October 4, 2025 Report Posted October 4, 2025 (edited) 1 hour ago, Facethief said: While bug fixing never feels like this, bug fixes almost always just… work. Maybe that’s my incompetence speaking, though. It's always something so deceptively small. Something you beat yourself up for after discovering it, because you totally know better. And it takes you forever to find, because you're not looking for a mistake you don't think you'd ever make. That's my experience, but my major has me working on mostly just embedded systems. I don't really know what normal software engineering is like, but what little I've done, I've hated. I don't envy CE majors at all, and admire anyone willing to put up with it. Edited October 4, 2025 by hstone32 First version felt a bit rude in retrospect.
Echo Weaver Posted October 4, 2025 Report Posted October 4, 2025 2 hours ago, hstone32 said: It's always something so deceptively small. Something you beat yourself up for after discovering it, because you totally know better. And it takes you forever to find, because you're not looking for a mistake you don't think you'd ever make. That's my experience, but my major has me working on mostly just embedded systems. I don't really know what normal software engineering is like, but what little I've done, I've hated. I don't envy CE majors at all, and admire anyone willing to put up with it. I my job involves a lot of mentoring of undergraduates, and that's something I try to impress on them. When you chase down that bug for a week, and it's something absurdly stupid, don't feel incompetent. IT'S ALWAYS LIKE THAT.
LadyWYT Posted October 4, 2025 Report Posted October 4, 2025 3 hours ago, hstone32 said: It's always something so deceptively small. Something you beat yourself up for after discovering it, because you totally know better. And it takes you forever to find, because you're not looking for a mistake you don't think you'd ever make. 19 minutes ago, Echo Weaver said: When you chase down that bug for a week, and it's something absurdly stupid, don't feel incompetent. IT'S ALWAYS LIKE THAT. I help my friend with making/maintaining a mod, and I end up handling the testing while he handles the coding. Can confirm this is accurate! There were several I managed to find in the early versions of the mod, that were caused by the tiniest little goofs in the code, or occasionally by sheer oversight. 1
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