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1.22.0-pre.1 - Fishing, Mechanisms, Metalworking and More!


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Posted

I've posted this in a lot of places at this point, but this seems like a final important place to say it.

Please please please please please make it so that there's a way to capture live versions of all these gorgeous fish. I want to be able to catch these fish and then put them into a giant aquarium, with the ultimate goal being to add every fish in the game to the aquarium (perhaps I would actually have two aquariums; a saltwater one and a freshwater one).

These fish look so GOOD, but they look best when they're alive and swimming around.

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Posted

New gears and larger windmill are absolutely amazing, I'm hoping for one day getting livestock that can drive mechanical components for on-demand power, but large windmills could be an update on its own, i love mechanical power in this game and im so glad i wont have to build like 5 windmills connected together to get useful power. Amazing

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Posted
2 minutes ago, Calmest_of_lakes said:

Will there be a visual indication for regional stability?

That's what the teal gear in the middle of the hotbar is for. For something more obvious, you might try out this mod: https://mods.vintagestory.at/mistsofstability

Personally I'm not a fan of what that mod does, as the effects are much too in-your-face. I don't want a bright teal glow blanketing stable areas any more than I want unstable ones to look rusty and drab. I like the more subtle implementation that currently exists, in that the world as a whole seems fine and outside of story locations, it's not immediately obvious which areas are stable and which aren't.

Posted
4 hours ago, MKMoose said:

Spears are now much weaker than they used to be despite the addition of new metal tiers. Arguably the biggest nerfs were done on the Stone Age tier, where spears are the primary available weapon. They can still be decent due to range and raw DPS against bears or something, but I think overall the changes are a net negative for the game as a whole.

If the changes you laid out are the only changes, I agree. It's a bit too much of a nerf for Stone Age. When I tested it a month or so ago, I was thinking something closer to 4. At 4, a brown bear is still pretty easy, at 3, there's not a lot of room for mistakes. And if there's no flint and you have to make do with granite? Better git gud.

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Posted
9 hours ago, Tyron said:

Feature: Raccoons and foxes now drop species-specific hides, which can be made into fur hats

With the direction things are going you cant really stack animal hides as you could. Seal them for leather whenever you can since it's going to be incredibly unlikely you'll get a full barrel of one specific animal's hide before it starts rotting. At least it converts to generic hides after scraping.

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Posted (edited)

That won't be much of a problem. There are mods that enable you to trap them and transport them where you need them. Release them in an enclosure till you have enough fur to fill a barrel. That's when you start to harvest them.

To the developers, great work with the next update, and as a feature request, Cellar ice for the cellars.

Edited by Dilan Rona
Posted
13 hours ago, Tyron said:

improve their power value or durability (but not both)

Can someone explain to me what is power value? Like you can make a tool tier higher or what? I just unlocked anvil. I was going to install some mods, but will just wait for update.

Posted (edited)

Regarding the spear issue: It might be an interesting idea to give it a bracing "ability". Have it deal extra damage and maybe make the target flee for x seconds. That'd be counterbalanced by a set-up "time" (character going into brace animation). A successful brace would make the character lose their stance.

That said, I understand that change doesn't feel good if you are used to how things were, but the nature of a weapon is, that they are highly situational.

Edited by Brady_The
Posted
Quote

Will fish eventually repopulate? or will ponds always just be a "you will only ever get X amount of fish from this" sort of thing? will this effect oceans, too? Or will we able to fish endlessly in oceans? Would having a boat dock to an ocean be a worthwhile investment to go on fishing trips out deeper into the ocean? That'd be a cool excuse to explore the ocean more, now that I think about it. Settling near a river sounds worthwhile as well, because of the new waterwheel, but I also wonder how a salmon run sort of system could work?

I'd like to know this as well.
In real life we can repopulate rivers/lakes/ponds etc. would be nice if we can repopulate fishing areas.

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Posted

Thats a great question. Would love to know that as well, and if there is a mechanic for fish to spawn via fish eggs.

And since an area can also run low on earth worms, is it possible for a depleted area to recover after a while before its completely depleted?

Posted (edited)
On 2/6/2026 at 6:58 AM, Tyron said:

So currently (with emphasis on currently) its a 2D map over the entire world that determines population size and fish type. A (8 by 8 block) grid of "fish harvests" is laid on top of that which records your catches. Each catch is added to that grid. Once that catch quantity is higher than the population count - no more catches. The fish population gets restored to native population again after 14 ingame days of not catching fish in a given grid

Source: https://discord.com/channels/302152934249070593/402173001178677268/1469210521017385014

Edited by Brady_The
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Posted

Anyone had the opportunity to test the oil/fat overhaul?

Is flax oil made from the grain or fiber?

It feels like this may be a big change to progression, fat always felt too valuable to use anywhere outside mechanical parts, as it is a big bottleneck on those. If from the grain of flax, which we want to farm in mass anyways for fiber, we can make a fat substitute. Then oil lamp use will be back in the cards, as well as not having any mechanical project choke on a lack of lubricant so long as you farmed flax (or some other oil plant).

Also, sawmills.... Will this mean i wont have to mass cast bronze axes for the sake of filling the charcoal pit? Wonder what it will be for

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Posted

Holy moly. Thank you. Thank you. Thank you. The amount of love put into this update and the game in general is insane. I can't wait to get my hands on these features. Extremely excited to see that mechanical power is expanding.  

My deepest wishes:

  1. Increasing the lantern cost feels a bit overkill 😞 lighting in the game is pretty difficult as is. You could make the lantern "frames" be forgeable items costing like 2 and 3 ingots. 4 ingots for a single lantern is just too much. 
  2. Like Rhyagelle said, please make the fire from gears a setting to enable and disable. 
  3. Please don't change the elk discount. The elk is by far the largest incentive for the archives.
  4. Please make drifter drops better. I feel like they're just an obstacle to avoid more than they are a feature to enjoy. 
  5. I would love to see a little more clarity on some of the world settings. Particularly the ocean/land cover and scale settings. I might be dumb, but I just cannot figure them out. 
  6. Please tell me I can make a fish far and use their poop as fertilizer. cmooooon aquaponics. 

P.s. THANK YOU SO MUCH FOR THE CROWBAR 

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Posted
15 hours ago, Teh Pizza Lady said:

yeah you're probably going to have to create a new world. Any worldgen updates will invariably break existing worlds. That's just how it goes. But if you want to try it and see, you should create a backup of your world first and go see how it looks/works.

Then I hope the new river generation will not be implemented yet, but in the 1.23...

Posted
2 hours ago, Xenovein said:

Please don't change the elk discount. The elk is by far the largest incentive for the archives.

From the wording, I'm pretty sure this change applies for purchased elk after your first. So you get the full 50% discount the first time you buy an elk, same as right now, but if you subsequently go back to the archives, kill the boss again, and buy another elk, the discount will be only 25%. 

 

2 hours ago, Xenovein said:

Please make drifter drops better. I feel like they're just an obstacle to avoid more than they are a feature to enjoy. 

Monsters being primarily an obstacle to avoid is explicitly a deliberate design decision. There are mods out there which you can use to adjust this as you please, but it won't be changing significantly in the base game. 

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Posted
6 hours ago, loxdogs said:

Can someone explain to me what is power value? Like you can make a tool tier higher or what? I just unlocked anvil. I was going to install some mods, but will just wait for update.

I think it is supposed to be the amount of damage it deals in a single hit. From what I've seen in screenshots, you can have the weapon deal more damage, or last longer before needing to be replaced, but not both.

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Posted (edited)
4 hours ago, vicwarrior said:

Anyone had the opportunity to test the oil/fat overhaul?

Right now the fat overhaul can be boiled down to two main changes from what I've seen, though some more is probably on the way:

  • using fat now requires to render it first in a cooking pot, allow it to solidify, and dump it out,
  • oil lamps can be crafted using olive oil as well (requires a fruit press to juice olives).

 

4 hours ago, vicwarrior said:

Is flax oil made from the grain or fiber?

Linseed oil can be made by boiling three portions of flax flour with one liter of water in a cooking pot. It seems a bit odd to me, as I would imagine that it would be obtained by pressing seeds. And it doesn't look like it's useful for anything at the moment.

 

11 hours ago, LadyWYT said:
11 hours ago, Calmest_of_lakes said:

Will there be a visual indication for regional stability?

That's what the teal gear in the middle of the hotbar is for.

That's not what the teal gear is for. The UI gauge is primarily designed to communicate player stability, and while it does also allow to tell the ambient stability, it's not a visual, in-world indicator which was, dare I say, quite clearly the topic of the question.

 

11 hours ago, LadyWYT said:

For something more obvious, you might try out this mod: https://mods.vintagestory.at/mistsofstability

Personally I'm not a fan of what that mod does, as the effects are much too in-your-face. I don't want a bright teal glow blanketing stable areas any more than I want unstable ones to look rusty and drab. I like the more subtle implementation that currently exists, in that the world as a whole seems fine and outside of story locations, it's not immediately obvious which areas are stable and which aren't.

I really want to smack you with the "you can just turn it off if you don't like it". Tough to say how similar functionality would be implemented into the base game, but the config should allow you to turn down the mist intensity to nowhere near a "bright glow", disable it entirely (leaving only particles, if that's preferable), toggle it with a hotkey, or make it so that it's only visible while wearing a rusty or temporal gear amulet. The mod literally doesn't make it any easier to notice unstable areas as long as you're not forgetting about the UI gauge, and only gives a small added indication of particularly stable ones.

I want to ask you, what kind of effect wouldn't be in-your-face? Everything that can be noticed in the world can be seen this way, especially when you are familiar with it and know what to look for. At a point, muscle memeory will take over the moment you notice tiny signs in the corner of your eye. It feels like every single suggestion to add diegetic indications of stability is met with what largely boils down to "it would be too easily noticeable" from you. Which is especially annoying because making it more obvious is almost never the goal of these suggestions - making it more intuitive and immersive is the goal.

Personally, I would say that the UI gauge is already in-your-face quite enough and I would prefer something that requires more intentionality or agency from the player.

Edited by MKMoose
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Posted
8 minutes ago, MKMoose said:

That's not what the teal gear is for. The UI gauge is primarily designed to communicate player stability, and while it does also allow to tell the ambient stability, it's not a visual, in-world indicator which was, dare I say, quite clearly the topic of the question.

It is though. It spins to the right if the area is stable. It spins to the left if the area is unstable. It also tracks how much stability the player has remaining.

 

10 minutes ago, MKMoose said:

I really want to smack you with the "you can just turn it off if you don't like it". Tough to say how similar functionality would be implemented into the base game, but the config should allow you to turn down the mist intensity to nowhere near a "bright glow", disable it entirely (leaving only particles, if that's preferable), toggle it with a hotkey, or make it so that it's only visible while wearing a rusty or temporal gear amulet. The mod literally doesn't make it any easier to notice unstable areas as long as you're not forgetting about the UI gauge, and only gives a small added indication of particularly stable ones.

Or I just...don't install the mod in the first place. 😛 I wasn't saying it's a bad mod, just explaining why I don't like such a feature. If something similar were implemented into the vanilla game, I would almost certainly be turning it off in the settings or via mod. To me, such a change removes all thought from the stability mechanic. The teal gear is quite noticeable, yes, but it's not so obvious that it doesn't sometimes get forgotten about. Different colored fog and floating particles are pretty hard to miss, and given how many players already seem to have issues paying attention to the teal gear, I would expect implemented changes to need to be so obvious that they're impossible to miss.

 

15 minutes ago, MKMoose said:

I want to ask you, what kind of effect wouldn't be in-your-face? Everything that can be noticed in the world can be seen this way, especially when you are familiar with it and know what to look for. At a point, muscle memeory will take over the moment you notice tiny signs in the corner of your eye. It feels like every single suggestion to add diegetic indications of stability is met with what largely boils down to "it would be too easily noticeable" from you. Which is especially annoying because making it more obvious is almost never the goal of these suggestions - making it more intuitive and immersive is the goal.

The current gauge. Yes, it's right there, staring at the player. Yes, you can see it from the corner of your eye. But it's also easy enough to get distracted by other things happening on the screen that one forgets to pay attention. My point is that the changes I generally see getting proposed change the indications from something that occupies a tiny part of the screen's edge, to something that fills the whole screen. That is, it's not going to matter where I look, there will be some reminder telling me point blank "THIS AREA IS STABLE" or "THIS AREA IS UNSTABLE". At which point I'm going to be less enjoying running around marveling at the natural beauty of the landscape, and more rolling my eyes at weird colored fog, particles, noises, etc.

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Posted

Children... it's okay. Tyron loves you all equally...

Some people need in-your-face feedback about things. Other's enjoy the challenge of having to seek out the same information and the consequences of ignoring it.

The news thread isn't really the place to bicker about it. 🙃

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Posted

I must applaud the quantity and quality of the updates you guys bring out. Updates come out frequently, so every time i come around to start another world in this game, there is new stuff for me to engage and interact with. I also love the way that old features and additions won't just be thrown into a pile of eternal abandonment, but will contantly be revisited, get added upon, or overhauled to either polish it more, or integrate it better with other newer additions. Also the constant bug fixes are great. Especially even the minor ones that go pretty much unnoticed like the few butterflies not spawning are great.

The communication and handling of criticism and feedback is also praise worthy. The way we receive constant forum posts about new features, roadmaps, updates, with all the nice graphical representation via gifs for example is great. And even tho i am not an active person within this forum, it appears to me that the feedback and criticism, as well as the wishes the communtiy provides seems to always get acknowledged. 

Afaik the game isn't sold on any storefront that gives you the ability to write a review like on steam (which is totally fine), so i just wanted to put in my two pennies worth here. 

Thanks for your work Anego!

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Posted
16 minutes ago, Teh Pizza Lady said:

Some people need in-your-face feedback about things. Other's enjoy the challenge of having to seek out the same information and the consequences of ignoring it.

The news thread isn't really the place to bicker about it. 🙃

I mean, pretty much. There are a few things in the game that I have some pretty visceral reactions to, and that happens to be one of them. Whether or not it changes and how is entirely up to the devs, but I think it's just as fair to point out what I like/dislike about the mechanic and suggestions just as it's fair for others to point out what they like/dislike and suggest changes. The end result is feedback that will produce a more polished product if a change does occur.

I do want to note that when the devs are implementing a change, it typically comes with a detailed explanation as well as screenshots/video when necessary to help demonstrate the concept. In my case, having that clear picture is critical for deciding whether or not I like a concept.

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