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


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Posted

Well, they didn't change the hot bowls, so I'm assuming it's an intended change.

So, I can live with it, it's annoying, but if it stays, at least give us utensils, instead of having to use tongs to eat!

Posted
17 minutes ago, RogueVali said:

They gonna post devlogs any time soon or.

It's unusual for them to not post them as devlogs, historically that's what they have done but I'm guessing they are just busy.

for those that haven't seen it, the list of changes is here: https://info.vintagestory.at/v1dot22#pre3

There's a couple of little additions, one I've been hoping for for ages, and possibly the most fixes I've ever seen in a single unstable branch update. they have been busy over there. I hope they know how much we appreciate the work.

Posted (edited)
2 hours ago, Dekordianis said:

Does anyone know how to fix the issue with the handbook? It works perfectly on the local server, but when I use it on the dedicated server, it crashes the client. There are no mods, and all clients and the dedicated server were installed cleanly. This problem persisted from pre2 and continues in pre3.

Looks like they fixed at least a solid chunk of the handbook. Went back and tested with a few of the ones that really got to me because I wanted to know how they were going to make it work. and they fixed all the ones that were really being an issue for me an they added a lot of the missing recipes.

@LadyWYT time to jump into the creative world and start playing! Let's see who can break it first, haha

Edit: Whoops! Spoke too soon. Just tried to open the warm robe item in the handbook off the racoon pelt (guessing you're supposed to be able to use those pelts to make the robes now, got the familiar crash to desktop. So...took me 5 minutes to crash that one, lol. As we used to say in theater, I'm sure they will have it right on the night.

image.png.a8a7a7ff572283d18524f8982a644ffc.png

Edited by EnbyKaiju
  • Haha 1
Posted

My partner is going to be real happy with this update. She has a years' long grudge with the foxes because they always went after her rabbits. She's going to end up with a warehouse of fox-skin hats, haha.

Posted
2 hours ago, TeaJay said:

Well, they didn't change the hot bowls, so I'm assuming it's an intended change.

It's still an issue on the tracker, so I really doubt it's intended game behavior. https://github.com/anegostudios/VintageStory-Issues/issues/8097

There are quite a lot of issues like that. My guess is that the devs are splitting their time between fixing issues and finishing the content that's supposed to be in 1.22 but not yet in the prerelease(such as berry bushes).

49 minutes ago, EnbyKaiju said:

It's unusual for them to not post them as devlogs, historically that's what they have done but I'm guessing they are just busy.

It is a little unusual, but then again it may just be to cut down on the "clutter" in the News section. 1.21 got a little confusing when it came to the prereleases, since there were new threads for most of the prerelease versions, but sometimes rather minor fixes and changes between the two. I'm guessing once we see a prerelease version with more major changes(like berry bush rework or possibly procedural dungeons) then we'll see a fresh news thread with the details.

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Posted
1 hour ago, RogueVali said:

They gonna post devlogs any time soon or.

1 hour ago, EnbyKaiju said:

It's unusual for them to not post them as devlogs, historically that's what they have done but I'm guessing they are just busy.

They not gonna post devlogs any time soon:

On 2/5/2026 at 6:58 PM, Tyron said:

2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on info.vintagestory.at and not on this blog. As usual, a new v1.22 blog post will then come when the first full release candidate (rc.1) is ready.

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Posted (edited)

An interesting thing I did discover while doing research for my big build, is how much the new Travertine block looks like a particular kind of quarried Japanese stone called Oya Stone that has been mined since the Edo period and is still used on buildings today (including the Imperial Hotel in Tokyo. Compositionally they are very different, Travertine is a calcium rich limestone (wonder if they will let us make lime out of it later?), while Oya is compressed ash, but it does bring me a little joy to know that one could stand in for the other.

Every damn time I play this game I end up learning something new. Today it's geology.

Ooyaishi.jpg.7623ac00fe5cd3dbeb2ca78a5dde8040.jpg

2026-02-1911_12_09-VintageStory.png.ca0d19d5499d17c8a7d4845f36277379.png

Edited by EnbyKaiju
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Posted

To ease the mood, the ore generation in pre1 may feel somehow... too minecrafty?

image.png.de14548df464ea6045688db92ab0f945.png

Also, there was brown coal in level 90 and other iron vein somewhere in level 70.  //media.invisioncic.com/r268468/emoticons/smile.png

Posted

SHEEP!!! Woooo!!! Two types of sheep!! Mouflon!!!!

 

Sheep are far my favorite animal in any game, so I'm really excited to see them with updated models and animations. The lambs look so cute running around!

I wish they had slightly less of that strong roman noseline - maybe that's just my aesthetics. I feel like a Latvian Blackheaded sheep would be a phenomenal heritage addition to the lineup. (Especially with all those different goat species added.)

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Posted
1 hour ago, SunshineSea said:

SHEEP!!! Woooo!!! Two types of sheep!! Mouflon!!!!

 

Sheep are far my favorite animal in any game, so I'm really excited to see them with updated models and animations. The lambs look so cute running around!

I wish they had slightly less of that strong roman noseline - maybe that's just my aesthetics. I feel like a Latvian Blackheaded sheep would be a phenomenal heritage addition to the lineup. (Especially with all those different goat species added.)

I only just noticed this because of your post so thank you!! Sheep are lovely and it's so nice to get another kind given we have so many goats.

And they are exactly as lethal as the big horn sheep, haha. They might not run away from you like goats do, but the rams definitely live up to their names.

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Posted
16 minutes ago, Alexandr Chertkov said:

The wheel isn't turning!
This is the correct water? How can I tell a stream from general water? It's a generation on a hill. I didn't pour it in with a bucket.

Hmmmm...maybe try positioning the wheel a little further down, where the water is flowing faster? It almost looks like still water there at the source.

Also make sure that the water source in question is rapids, and not regular water. Rapids will be much louder, as well as having a slightly brighter, more animated overlay.

Posted
1 hour ago, Alexandr Chertkov said:

The wheel isn't turning!
This is the correct water? How can I tell a stream from general water? It's a generation on a hill. I didn't pour it in with a bucket.

Okie dokie, I did a little testing.

A good way to tell if water is rapid is the colour, as well as the noise. Rapid water is a brighter blue, and it will actively push you away if you stand in it. 

You can have the water at the base level of the water wheel, it doesn't need to be above, you can even have the water wheel starting in the rapid source block if you want.

A thing to note, since I just tried it, you can't chain a string of water wheels in a line. Even if you place one a drop below so you have a full flow block. It appears that the first wheel will slow the water down to the point where it doesn't spin the second.  Not sure if that's intended but it's good to know. Probably to prevent metagaming but given the resources these require it's still something you'd have to work real hard for.

2026-02-2009_26_58-VintageStory.png.072693a5465768a57c405f8ec339265c.png

Posted
23 hours ago, EnbyKaiju said:

An interesting thing I did discover while doing research for my big build, is how much the new Travertine block looks like a particular kind of quarried Japanese stone called Oya Stone that has been mined since the Edo period and is still used on buildings today (including the Imperial Hotel in Tokyo. Compositionally they are very different, Travertine is a calcium rich limestone (wonder if they will let us make lime out of it later?), while Oya is compressed ash, but it does bring me a little joy to know that one could stand in for the other.

Every damn time I play this game I end up learning something new. Today it's geology.

Ooyaishi.jpg.7623ac00fe5cd3dbeb2ca78a5dde8040.jpg

2026-02-1911_12_09-VintageStory.png.ca0d19d5499d17c8a7d4845f36277379.png

Can we agree that you are obesseed with Travertine? //media.invisioncic.com/r268468/emoticons/biggrin.png  

  • Haha 1
Posted
2 minutes ago, vinnland said:

Can we agree that you are obesseed with Travertine? //media.invisioncic.com/r268468/emoticons/biggrin.png  

I'm obsessed with most things about this damn game. lol

Will be interesting to encounter Travertine in the wild. I've no idea how common it's gonna end up being, but it's going to be fun to build with. The tiles look great.

  • Like 2
Posted
1 hour ago, EnbyKaiju said:

It appears that the first wheel will slow the water down to the point where it doesn't spin the second.  Not sure if that's intended but it's good to know. Probably to prevent metagaming but given the resources these require it's still something you'd have to work real hard for.

Preventing mechanic abuse would be my guess. I remember taking advantage of similar mechanics with Create in Minecraft. Was incredibly easy to build watermills to power most basic machinery, and then get said mills running with a few water buckets. Definitely fun to do, but not a good fit for a game like Vintage Story at all.

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Posted
9 minutes ago, LadyWYT said:

Preventing mechanic abuse would be my guess. I remember taking advantage of similar mechanics with Create in Minecraft. Was incredibly easy to build watermills to power most basic machinery, and then get said mills running with a few water buckets. Definitely fun to do, but not a good fit for a game like Vintage Story at all.

Absolutely, that's my thought too.

From the testing I did a single water wheel is enough for a helve hammer to have a pretty consistent 1 swing per second rate off one axle and an angled gear. Given that that never slows down or stops, unlike windmills, that is honestly more than enough for most basic stuff and will probably do me fine for solo games. I think if people really want to have a lot of mechanical fun with this in way that doesn't break the game would be to put a windmill over the top of a water wheel.

All this needs for me to be happy are those axles in blocks, and I'm set for a hilltop blacksmith. Already picturing all the possibilities ❤️

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Posted
On 2/16/2026 at 7:25 AM, EnbyKaiju said:

So far in the experimental build rapids are one of the types of waterfall that naturally spawns. Below is a screenshot I took of a random hilly area I found in the unstable branch and about half of these are rapids. So it looks like we won't be lacking for rapid water (fingers crossed)

I didn't get a chance to test with the waterwheels, because the game was crashing every time I tried to make one (that's what unstable is for), but my assumption is that regular water-flow will give you one speed from the waterwheel, and rapids will give you the fast speed. You just need to make an aqueduct from one of these rivulets to wherever your wheel is.

Again, this is still the experimental branch, so who knows how often these kinds of water formations will occur. But I hope if it is this kind of scale (and I've seen much bigger waterfalls from mountain regions) that they will form natural pools since we're unlikely to get rivers this update.

As for fishing poles? Not sure. They are very easy to craft, a few sticks/bamboo and some rope, and they do have durability, but I didn't get a chance to test. So I'm guessing we get the basic ones now, and later we'll get better ones that don't break as easy. Would be nice to have rods of different wood & line types.

image.thumb.png.539edf21a34a5116d6b46ac80b96d93a.png

good to know that the waterfalls have a good chance at being rapids. i was worried cuz otherwise this will really limit my spots i wanna set up my bases.

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Posted
1 minute ago, ijkdenem said:

good to know that the waterfalls have a good chance at being rapids. i was worried cuz otherwise this will really limit my spots i wanna set up my bases.

From my experience so far it's about 50/50 whether it's a rapid or slow water. So as long as you set up nearby to some kind of hill or mountain you should be fine.

Just now, ijkdenem said:

i wonder if you can run more than 1 waterwheel in the same rapids?

I actually just tested this to assist someone else! From current testing, no. When the rapid hits the water wheel it turns into slow water. Most likely to prevent metagaming it but also kinda makes sense as the water is using a lot of that kinetic energy to push the wheel. But, I was thinking about it. And if you put a big windmill on top of a waterwheel structure you would get both the consistency of the water wheel, plus the push of the wind power. Thankfully you'd also be close enough to water in case things speed up too fast and it all catches fire, lol.

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