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v1.21.6-rc.1 Story Chapter 2 Redux, Maintenance patch #2


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Posted

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.
 

tractorcrawler.thumb.png.927b3145caa609431748483c9eb5af36.png
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

  • Like 12
Posted

> 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. 

  • Like 3
Posted

> 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

Posted (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 by Bumber
Posted
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.

Posted
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.

  • Like 3
Posted
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.

  • Like 1
  • 2 weeks later...
Posted

> 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.

  • Like 1
Posted
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. 

  • Like 1
Posted
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. 😅

  • Thanks 1
Posted

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. 

Posted
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.

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