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v1.21.5 Story Chapter 2 Redux, Maintenance patch


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Posted

Dear Extraordinary Survivalists
v1.21.5, a stable release, can now be downloaded through the account manager.

We've accumulated a handful of small patches worthy of a release. The "/db prune" command should now finally work fully, but we still recommend making a backup of your savegame before using it.

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Shuttlecraft interior by Cygnus656, shared in #screenshots on Discord

Game updates

  • Tweak: /db prune command now has an additional optional argument for game version: if specified, everything below that version will be preserved.  [Example: to prune away chunks generated in 1.21.2+ to clean up chunk borders and have those same chunks regenerate cleanly in 1.21.5, while keeping the chunks generated in game versions older than 1.21.2 which don't have the chunk borders issue, you could use command: /db prune 3 drop confirm 1.21.2]
  • Tweak: Higher performance /db prune command (completes more quickly, less RAM burden)
  • Tweak: Minor fixes to ruins, and 5 new ruins that didn't make it into the game last update
  • Fixed: In older savegames continued into game version 1.21, chunk borders were sometimes possible in areas newly generated in 1.21.2 or later, close to areas generated in 1.20 or earlier.  [Details: most likely to occur if a 1.20.12 savegame was updated directly to 1.21.2 or 1.21.4, or possibly if there are regions of the world which were just not visited much while playing 1.21.0 or 1.21.1. Chunk borders can be cleaned up either using the command: /wgen regen 1 at the affected location, or for the whole map using the /db prune command, see full example of this command above. A backup of the world first is advisable]
  • Fixed: Command /db prune should now work properly.  [Notes: Use with care, it's a powerful command, can take a few seconds or minutes to run. Essentially it can remove parts of the map already generated in earlier game versions so that they can be regenerated with fresh 1.21.5 worldgen and bugfixes, while preserving any parts of the map which have player builds, farms, roads or mines. A backup of the world first is advisable] 
  • Fixed: Odd behavior of projectiles in water, they now decelerate a lot faster
  • Fixed: Gaps in water surface near underwater ruins
  • Fixed: Rice and flax grain were being eaten by animals when they should not
  • Fixed: Hot ingots placed on the ground could become invisible in some circumstances. Github #6804
  • Fixed: Rare crash when clicking on empty ground storage with buckets etc. Github #7277
  • Fixed: For Mac installations, the packaged fonts should now be available

 


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Posted
1 hour ago, Tyron said:

Fixed: Hot ingots placed on the ground could become invisible in some circumstances. Github #6804

oh thank you! I was very concerned when I placed some hot copper plates down and they started disappearing.

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Posted (edited)
9 hours ago, Teh Pizza Lady said:

oh thank you! I was very concerned when I placed some hot copper plates down and they started disappearing.

Same! I've been waiting on this one.

On a different note, lanterns are now dim in my cellar. Looking into it - disabling mods, disabling ambient in CreateWorld.
EDIT: Taking this to Issue Tracker. Not sure if an issue or if the lighting has just been better tuned.

 

Edited by Professor Dragon
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Posted
  • Fixed: Rice and flax grain were being eaten by animals when they should not

Is this talking about plants or dropped items? If it is dropped item like I think then that was a cool little feature. I would drop grains for my elk and he would eat it. I like that, hope it becomes a feature!

Posted
4 hours ago, CipherStormwolf said:
  • Fixed: Rice and flax grain were being eaten by animals when they should not

Is this talking about plants or dropped items? If it is dropped item like I think then that was a cool little feature. I would drop grains for my elk and he would eat it. I like that, hope it becomes a feature!

Yeah, I'm puzzled by this one. I'd been filling my sheeps' feed troughs with flax forever. I would be surprised if it wasn't meant to be a valid food. 

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Posted

Rice, I suppose I could see, since I'm not sure that I've heard of it being used as a staple food for animals IRL(though I'm sure plenty would eat it). Flax grain--that seems like maybe a change for gameplay balance, in order to place more value on more nutritious grain crops like rye and spelt instead of just planting only flax to cover all fiber/grain needs.

Posted
1 hour ago, Tom Cantine said:

Yeah, I'm puzzled by this one. I'd been filling my sheeps' feed troughs with flax forever. I would be surprised if it wasn't meant to be a valid food. 

Yeah, what does "when they should not" mean? Flax grain is my go-to chicken feed. 

Posted (edited)
9 hours ago, CipherStormwolf said:
  • Fixed: Rice and flax grain were being eaten by animals when they should not

Is this talking about plants or dropped items? If it is dropped item like I think then that was a cool little feature. I would drop grains for my elk and he would eat it. I like that, hope it becomes a feature!

I've just tested Flax grain on 1.21.5 (never had animal mods but have some standard mods).

Chickens, Pigs and Bighorn Sheep eat Flax grain just fine from both the ground and a trough.

My Bighorn Sheep took their sweet time to have a nibble. I have Large Troughs just sitting there stuffed with grain. I didn't think they were THAT far from my base - it's just a short run. Eventually though, they took a nibble from both grain thrown on the ground, and I broke and replaced a trough and they ate from that. (Don't know if that was necessary.

The Tooltips appear to be correct, if you hover over a Small or Large Trough,

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Professor Dragon.

Edited by Professor Dragon
Posted
1 hour ago, Maelstrom said:

Do swine and big horn sheep still eat flax?

I just checked the assets. Pigs don't eat rice or parsnip, same for sheep, but they both accept flax under "grain", yes. Nothing seems to have changed with any of their diets since 1.20.12, the handiest previous version I had.

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Posted (edited)
1 hour ago, StCatharines said:

I just checked the assets. Pigs don't eat rice or parsnip, same for sheep, but they both accept flax under "grain", yes. Nothing seems to have changed with any of their diets since 1.20.12, the handiest previous version I had.

Thanks @StCatharines for checking!

Had a brain snap and the obvious place to check is the Issue Tracker, and I'm guessing it is down to this entry:

 
It looks like the problem was ONLY WITH RICE, but Flax got caught up in the cross-fire in the notes, simply because of how the underlying mechanic works.
There has never been an issue with Flax under normal conditions, and Flax continues to be fine. It is just Rice which needed to be fixed.

Description

Despite multiple entity files defining "rice" under the "skipFoodTags" object array, rice can still be consumed by any animal that accepts grain. This applies to rice grain that is placed in basket traps, troughs, or dropped on the ground.
.
.
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This is most likely occurring because the food tags are only being defined on line 19, which is a wildcard definition for the remainder of grain types after flax and rice. Since neither flax nor rice have individual food tags set, their values are probably null/undefined, which may be the reason why the rice exceptions are not working properly.

Professor Dragon.

Edited by Professor Dragon
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Posted
10 hours ago, LadyWYT said:

Rice, I suppose I could see, since I'm not sure that I've heard of it being used as a staple food for animals IRL(though I'm sure plenty would eat it). Flax grain--that seems like maybe a change for gameplay balance, in order to place more value on more nutritious grain crops like rye and spelt instead of just planting only flax to cover all fiber/grain needs.

Maybe they need to add in some more minor fauna like chipmunks and the like to eat those grains up. Haven't found rice ingame yet but hope it grows in water and maybe the IF it does add some fishes that live there. Just thoughts. 

  • Like 1
Posted
47 minutes ago, Mozzie_GWG said:

Maybe they need to add in some more minor fauna like chipmunks and the like to eat those grains up. Haven't found rice ingame yet but hope it grows in water and maybe the IF it does add some fishes that live there. Just thoughts. 

Oh, don't give them ideas! We'll have rats in our Storage Vessels eating our grain before Tyron can say "The players can suffer more."

Then we'll have to go on an Epic Quest to get a housecat, and it all snowballs from there.

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Posted
7 hours ago, Mozzie_GWG said:

Maybe they need to add in some more minor fauna like chipmunks and the like to eat those grains up. Haven't found rice ingame yet but hope it grows in water and maybe the IF it does add some fishes that live there. Just thoughts. 

If they add smaller animals, it’d be cool if they had about the same voxel resolution as the other animals, so that they’re little bunches of pixels like the little rabbits.

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Posted
10 hours ago, Professor Dragon said:

Oh, don't give them ideas! We'll have rats in our Storage Vessels eating our grain before Tyron can say "The players can suffer more."

Then we'll have to go on an Epic Quest to get a housecat, and it all snowballs from there.

I know I've suggested this before, but I'm becoming more convinced that Tyron is actually just Alec Newland's pseudonym...

Gesiþas Gewissa: Taming Feral Kittens to Tackle the Mice on my Early Medieval Farmstead - Anglo-Saxon Cats

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Posted
10 minutes ago, Teh Pizza Lady said:

It's very interesting how some people choose to enjoy this game. I prefer my Iron age tools and weapons tyvm!

I like that I'm doing a lot more with pottery, but I'm sure I'll be very happy to move on to copper in the spring.

Posted
19 hours ago, Teh Pizza Lady said:

maybe bears were eating flax and the added fiber to their diets was giving them tummy aches so the team at Anego nerfed it. @Tyron Can you confirm this? 🤣

this is a joke

Don't bears rely on fiber to hibernate? No wonder they're so cranky all the time. Anego won't let them sleep.

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