Tyron Posted November 29, 2025 Report Posted November 29, 2025 Dear Extraordinary Survivalists v1.21.6-rc.1, an unstable release, can now be downloaded through the account manager. We've accumulated another handful of small patches worthy of a release. Little Tractor-Crawler by T͗ͬ̈́h̎ͫ̚eͥ̆̈́_ͩ̓̍O͋wl̃͑̇, shared on #screenshots in Discord Game updates Tweak: Elks and other mountables can no longer use a translocator or teleporters, unless being currently ridden - a player riding an elk, who uses a translocator, teleports both player and elk Tweak: Lore hint particles now always spawn, ignoring the player's particles quantity setting Tweak: Allow liquids to be chiseled only in creative mode Tweak: Small improvement to elk rider animation in idle and walk Tweak: New 'manageotherplayergroups' privilege and /group addplayer or removeplayer commands, so that server moderators can deal with abandoned groups (e.g. if all ops leave a group) Tweak: Add server audit logging for out-of-range block break/place attempts Tweak: Updated community translations Tweak: Updated in-game credits Tweak: On VintageHosting, on the server dashboard include a reminder that the name needs to be between 4 and 80 characters Fixed: Storage vessels were applying double the perish rate bonus Fixed: Items stored on shelves would not dry or melt at the intended rate Fixed: Prevent the trader menu to be opened by multiple players at the same time, which could be abused Fixed: On some occasions, traders walked away from player mid-conversation or stood still after conversations Fixed: For traders and villagers, opening the trade window caused the second dialog option also to be run automatically (typically "What's your name?") Fixed: Boars and sows not consistently being aggressive to players when piglets are around Fixed: Food placed in ground storage could result in empty ground storage blocks if the food rotted Fixed: When multiple Hoppers in different places picked up items at about the same time, some items could be teleported from one hopper to another Fixed: Beehive kiln and cementation furnace consumed fuel even when not processing, when the structure was partially loaded across chunks Fixed: Placing straw dummies always positioned them on the very edge of blocks Fixed: Some ropes not properly loading from a savegame to client side Fixed: Flowing lava blocks now start their particles at the correct height Fixed: Devastation Area ground level could have chunk borders if originally generated in an earlier game version and /wgen regen used Fixed: On very old worlds (1.18 or earlier) the pan would result in only Homo Sapiens mode drop chances Fixed: In vast caves or when standing below large structures or floating islands, a chunk directly above the player was sometimes invisible Fixed: Rare error when generating a weather dust particle for a not-fully-loaded fruit tree Fixed: Beehive Kiln doors could cause crashes in multiplayer. Github #5170 and #7226 Fixed: Rare crash relating to insect sounds. Github #7201 Fixed: Rare crash from async particle spawn Fixed: Crash when Ctrl+scroll up on the firepit input slot Fixed: Rare crash when copying the Resonance Archives Fixed: Potential crash on player death with no specific damage source (e.g. from combustion) Fixed: Potential crash with BodyTemperature system during server shutdown Fixed: Potential crash when trying to spawn a cube particle from a LooseItemFoodSource Fixed: Potential crashes if certain game folders (Logs, Saves, Macros) were not found Fixed: Potential client crash in windowed mode when the game fails to center the game Fixed: WorldEdit chisel tools crash when holding an item instead of a block Fixed: Pasting line breaks into single line text field showed up as a missing character Fixed: Certain errors seen in logs on multiplayer servers Fixed: When the --dataPath argument was used, the game sometimes created unneeded directories API Tweak: Added to IBlockEntityContainer a new method CheckInventoryClearedMidTick() - this may affect a small number of mods which use this code, apologies, mod breakage was not intended View full record 12
Guimoute Posted November 29, 2025 Report Posted November 29, 2025 > Tweak: Elks and other mountables can no longer use a translocator or teleporters, unless being currently ridden - a player riding an elk, who uses a translocator, teleports both player and elk That's really good. My practice so far consisted in pushing the elk in the translocator, waiting, then jumping after it, but that failed with the rickety translocator because of the massive cooldown. Now we're safe. 3
Flexbyte Posted November 29, 2025 Report Posted November 29, 2025 > Fixed: Boars and sows not consistently being aggressive to players when piglets are around Does the word 'not' apply to what was fixed, or how it is after the fix, in other words are they more or less aggressive after the fix? I noticed boars were more aggressive in v1.21 than I remember them being when I played the game last year
Bumber Posted November 29, 2025 Report Posted November 29, 2025 (edited) 4 hours ago, Tyron said: Fixed: Beehive kiln and cementation furnace consumed fuel even when not processing, when the structure was partially loaded across chunks Are distilleries still an issue? (I'm not sure that's related to being across chunks, though.) Edited November 29, 2025 by Bumber
Facethief Posted November 29, 2025 Report Posted November 29, 2025 2 hours ago, Flexbyte said: > Fixed: Boars and sows not consistently being aggressive to players when piglets are around Does the word 'not' apply to what was fixed, or how it is after the fix, in other words are they more or less aggressive after the fix? I noticed boars were more aggressive in v1.21 than I remember them being when I played the game last year They have fixed the issue resulting in hogs not consistently being aggressive to players when piglets are around. In other words, they’re likely more aggressive now.
Akari_Enderwolf Posted November 30, 2025 Report Posted November 30, 2025 18 hours ago, Tyron said: Tweak: Lore hint particles now always spawn, ignoring the player's particles quantity setting Is there some way to intentionally make the books and scrolls stop spitting particles? I want to decorate my library with them and not have it covered in random particles. 3
williams_482 Posted November 30, 2025 Report Posted November 30, 2025 Ideally they would only produce the particles when not yet interacted with. 2
hstone32 Posted December 1, 2025 Report Posted December 1, 2025 On 11/29/2025 at 2:13 AM, Tyron said: Fixed: Storage vessels were applying double the perish rate bonus Huh. I was wondering how raw redmeat spoilage times were reaching double digits. 1
Professor Dragon Posted December 14, 2025 Report Posted December 14, 2025 > Everything included in the rc.1 update Lovely. Some highlightsfor me as I've hit all of these: Fixed: On some occasions, traders walked away from player mid-conversation or stood still after conversations Tweak: Elks and other mountables can no longer use a translocator or teleporters, unless being currently ridden - a player riding an elk, who uses a translocator, teleports both player and elk Fixed: Launching a Sailboat spawned it on land instead of in water Fixed: Placing straw dummies always positioned them on the very edge of blocks I admit I got excited when I saw that last one, as I thought the armor stand placement glitch had been fixed, but I'm a dummy for confusing my dummies. Waiting on a patch as per this Issue Tracker for the armour stands (still an issue on current version): https://github.com/anegostudios/VintageStory-Issues/issues/6698 Anyway, love your work. Professor Dragon. 1
williams_482 Posted December 15, 2025 Report Posted December 15, 2025 15 hours ago, Professor Dragon said: Fixed: Placing straw dummies always positioned them on the very edge of blocks I admit I got excited when I saw that last one, as I thought the armor stand placement glitch had been fixed, but I'm a dummy for confusing my dummies. Waiting on a patch as per this Issue Tracker for the armour stands (still an issue on current version): https://github.com/anegostudios/VintageStory-Issues/issues/6698 I have two armor stands that have been in my home for several updates, placed centered on their blocks. I recently picked up an aged armor stand, and was delighted to find that it would place on an edge instead of in the center of a block, allowing me to place it in front of the other two armor stands in a triangular formation such that all three were visible from the front. I assumed (for lack of other explanations) that this was a deliberate behavior, special to the aged armor stands to allow precisely that sort of staggered placement, and was grateful for it. I now know thanks to this comment that the behavior I saw is a bug which currently applies to all armor stands. Oops. If/when that bug is fixed, I hope some way of placing armor stands on block edges or block centers is retained. The thing I mistakenly thought was happening, where regular armor stands are placed on the block center but aged armor stands are placed on the edge, wouldn't be the worst way to do it. 1
ifoz Posted December 15, 2025 Report Posted December 15, 2025 6 hours ago, williams_482 said: If/when that bug is fixed, I hope some way of placing armor stands on block edges or block centers is retained. The thing I mistakenly thought was happening, where regular armor stands are placed on the block center but aged armor stands are placed on the edge, wouldn't be the worst way to do it. You can always just push them around yourself by walking into them. They are entities, so you can kind of just bump into them repeatedly to move them around with finer precision. 1
TeaJay Posted December 16, 2025 Report Posted December 16, 2025 I'm getting no music whatsoever after installing this update, even if I put music frequency at Very often, there hasn't been a single piece of music after I installed it.
LadyWYT Posted December 16, 2025 Report Posted December 16, 2025 2 minutes ago, TeaJay said: I'm getting no music whatsoever after installing this update, even if I put music frequency at Very often, there hasn't been a single piece of music after I installed it. You might try reinstalling the game(backup cherished worlds in a separate folder before you do this). A friend of mine had the same issue, and a fresh install fixed the problem.
Vexxvididu Posted December 20, 2025 Report Posted December 20, 2025 Fixed: Storage vessels were applying double the perish rate bonus I know it needed to be fixed, but I enjoyed being able to keep vegetables forever, haha. 3
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