Tyron Posted March 20 Report Posted March 20 Dear Extraordinary Survivalists v1.22.0-rc.4, an unstable release, can now be downloaded through the account manager. The road to stable continues. #2 Build by Galejro, shared on discord in #screenshots Game updates Tweak: Cockerels crow even more often than roosters. They're so excited to show off their new voice! Fixed: Missing texture for pressed olive mash in small trough Fixed: When pouring liquid into different containers the transition time would not properly average Fixed: Always return pulverizer input item if caps are too weak to crush it Fixed: Reindeer herder collared shirt had incorrect warmth Fixed: Hens running threateningly towards player when injured Fixed: Rare chance for a rooster to lay an egg API Tweak: Farming growth rate temperature penalties are now defined in JSON config API Fixed: The storystructures.json skipGenerationCategories were not properly enforced for type structure,cave,pond,creatures. Further the radius check for skipGenerationCategories was not correct, now radius 0 means only inside the structure's cuboid size and if it is greater than 0 it will enforce that radius regardless of the cuboid. This was broken since 1.22-pre.1 1.22 related changes Tweak: Bait exclusive biting. Worms will now only catch small-to-medium size fish. Larger fish will generally require stink baits, meat, or fish Tweak: Raw meats and small fish are now valid bait types Tweak: Thrown bricks no longer get destroyed on impact Tweak: Water wheels now only accept stronger wood types Fixed: Water wheels would allow attempts to use non-wood support beams, causing crashes Fixed: Male and female traders now have a full list of names to draw from Fixed: Rifts not working client side since 1.22.0-pre.1 Fixed: Crowbar leaving behind invisible block when last beam was removed Fixed: Sailboat not launching after construction Fixed: Strange additional grid recipes on cabinet doors Fixed: Cabinet dupe bug Fixed: Server-side exception when releasing a dead animal from a reed chest Fixed: When breaking the block below a berry bush it would error and not remove the berry bush properly Fixed: Harvesting berry bushes wouldn't play harvesting sound Fixed: Added missing olive mash trough texture Fixed: When the large windmill was obstructed it dropped the wrong kind of sails View full record 22 1 2
Facethief Posted March 20 Report Posted March 20 Looks great! I like that there’s now an actual reason to grow/collect stinkbait crops. @Tyron, It would make sense for the small fish to catch medium/large fish, but what does raw meat catch? 2
EnbyKaiju Posted March 20 Report Posted March 20 Loving that meat can now be used as bait, seems like a great use for bushmeat now for unmodded games. Especially since hunting foxes & raccoons now has some real purpose besides getting them away from your chickens & berry fields. It feels like we're getting real close to a full release, since most of these fixes are on the smaller side. Once all the major bugs are out the last stage is usually the final balance, so I'm keen to see what comes up in next week's notes (I hope the team are taking weekends off). 5
DUCATISLO Posted March 20 Report Posted March 20 (edited) >Tweak: Bait exclusive biting. Worms will now only catch small to medium size fish. Larger fish will generally require stink baits, meat, or fish why not make it a 10% chance for the large fish? lol this make no sense you already nerfed the amount of fish from 15 to 12 now big fishes just won’t ever eat worms? this sure is "realistic" maybe add a 1/100 chance for the player to pull out a drifter from the water and attack him Edited March 20 by DUCATISLO 3 2
Lithembia Posted March 20 Report Posted March 20 Quote Fixed: Rare chance for a rooster to lay an egg People do sometimes have "roosters" lay eggs. They shouldn't be able to fertilize other hens' eggs, though. It would be annoying to spend a lot of time corralling a bighorn ram and ewe and then find out the ram was a freemartin. Maybe don't implement this. 2 2
LadyWYT Posted March 20 Report Posted March 20 3 hours ago, Tyron said: Fixed: Rifts not working client side since 1.22.0-pre.1 Glad to see the rift behavior is finally fixed. That being said...I'll also miss the bugged rifts a little bit. It was pretty fun having them be invisible but still able to affect the player, and I wouldn't mind seeing an option for such in the Temporal Stability settings at world creation. 5
Teh Pizza Lady Posted March 20 Report Posted March 20 3 hours ago, Tyron said: Fixed: Rifts not working client side since 1.22.0-pre.1 Not going to lie, I was kind of hoping that the rift bug was just a silent, sneaky adjustment to the rifts and that it would be explained in an official update. Welp, now I have to deal with rifts cluttering up the place instead of going "Woah! This area is NOT okay!" and just being wary of it for a minute. oh well! I can just make my own mod and break them again. 1 1
LadyWYT Posted March 20 Report Posted March 20 2 minutes ago, Teh Pizza Lady said: oh well! I can just make my own mod and break them again. I know a great name for such: "Silent But Deadly" 1 2 1
dakko Posted March 20 Report Posted March 20 (edited) 2 hours ago, Lithembia said: People do sometimes have "roosters" lay eggs. They shouldn't be able to fertilize other hens' eggs, though. It would be annoying to spend a lot of time corralling a bighorn ram and ewe and then find out the ram was a freemartin. Maybe don't implement this. I think (I'm guessing here) they mean that roosters no longer will have a rare chance of dropping eggs. The separate .json files for hens and roosters were combined into one file for adult chickens. I suspect there was a small error when that occurred, and it has now been fixed. p.s. We had what we thought was a puny rooster. It became ill and was separated from the rest of the flock and brought to a cage in the garage... surprise! It laid an egg! Edited March 20 by dakko 2
Ash Plus Posted March 20 Report Posted March 20 so idk if this is where im supposed to post this, but i saw the sailboat launch fix and loaded my save and went to my sailboat that had a bugged launch. it looks like its still bugged, but it says stage 20/19 this boat is cooked, can i fix it? 1
DUCATISLO Posted March 20 Report Posted March 20 3 minutes ago, Ash Plus said: so idk if this is where im supposed to post this, but i saw the sailboat launch fix and loaded my save and went to my sailboat that had a bugged launch. it looks like its still bugged, but it says stage 20/19 this boat is cooked, can i fix it? ur boat is gone...sadly you cant even destroy them to get some materials back...
LadyWYT Posted March 20 Report Posted March 20 21 minutes ago, Ash Plus said: so idk if this is where im supposed to post this, but i saw the sailboat launch fix and loaded my save and went to my sailboat that had a bugged launch. it looks like its still bugged, but it says stage 20/19 this boat is cooked, can i fix it? Welcome to the forums! Try switching to creative mode to see if you can delete the old sailboat, then spawn in a new one. That should hopefully fix it. 2
SeaWarriorSon Posted March 20 Report Posted March 20 Do the new pig variations interbreed? I caught a large sow, and I'm wondering if it requires a large boar 1 1
FStepz Posted March 20 Report Posted March 20 I die instantly with zero hunger and full health, is this a bug or a new mechanic? 2
Calmest_of_lakes Posted March 20 Report Posted March 20 Fixed: Rare chance for a rooster to lay an egg Aw. This bug seemed like it could be a tad bit funny :< 1 1
Silfrenbirce Posted March 20 Report Posted March 20 9 hours ago, Tyron said: Fixed: Rare chance for a rooster to lay an egg Damnit. Y'all should have left that one in. Who doesn't want to have that story to tell their neighbors?! 3
Dark Thoughts Posted March 20 Report Posted March 20 6 hours ago, DUCATISLO said: ur boat is gone...sadly you cant even destroy them to get some materials back... /gm 2 There's no reason not to fix things up that are caused by bugs. 3 1 1
EnbyKaiju Posted March 20 Report Posted March 20 25 minutes ago, Dark Thoughts said: There's no reason not to fix things up that are caused by bugs. Absolutely! The use of creative/admin mode is always justified if a game breaks in some way. Doesn't matter if it's broken boat, or the game deletes something you made, or there was a death from a glitch. All games have bugs, and if you need to switch modes to get back to where you were before something bugged out, then so be it. 3
Daskarion Posted March 21 Report Posted March 21 17 hours ago, EnbyKaiju said: Absolutely! The use of creative/admin mode is always justified if a game breaks in some way. Doesn't matter if it's broken boat, or the game deletes something you made, or there was a death from a glitch. All games have bugs, and if you need to switch modes to get back to where you were before something bugged out, then so be it. Agree.
EnbyKaiju Posted March 21 Report Posted March 21 Sat down and put some hours into the newest version and I think I can honestly say, this might be my favourite update yet when it comes to immersion in VS. I love the new oil lamps, I enjoy rendering down the fat to make it usable (IRL animal fat takes work to get all the icky stuff out), I love the new spears and weight behind them, I love actually having to look out for berry bushes and carefully taking cuttings of the best ones, I love the fishing (both spear & rod), I love getting to chase down those damn raccoons that have been going after my berries and turn them into a fancy hat, and I love the new animal behaviour & appearances that feel more real & less minecrafty. I'm feeling more present in the game than I ever have before, and that's worthy of appreciation. Do I think there's still some balancing to do? Of course. Huge, open world survival sims live on a knife edge of balance between too easy and punishingly grindy. But overall this update is a 10/10 win for folks like me that enjoy going deep into the game on our own pace instead of finding faster ways to play it or min-max it. Still going to wait for the full update before I commit to my long-term world (the seed is sitting there, ready for me), but so far this is real hecking joy. Thanks VS devs! 11
MagicWalker Posted March 22 Report Posted March 22 (edited) Fishing is really nice addition! Edited March 22 by MagicWalker 1
Mladen Mihajlovic Posted March 22 Report Posted March 22 The fishing is better but it could still use some work honestly. Maybe take a page out of Abiotic Factor and include some items to make fishing better like a fishing chair which decreases time to hook or something like that. Also when fishing in a pool with no fish, it just looks weird when you can see in the water but no fish appears when hooking - can't you spawn a fish entity just for that so it at least looks better? Also there should be fish spears as special spears - they look different than a normal spear. Personally most pools should show fish - currently I still only see like one fish in like 50 pools... 1
DUCATISLO Posted March 22 Report Posted March 22 9 hours ago, MagicWalker said: Fishing is really nice addition! true we only had to sacrifice berry bushes lol
MagicWalker Posted March 22 Report Posted March 22 I must agree on that, there is not many visible fishes. But when i saw Pike and cast bait near her, well it was nice 4
DUCATISLO Posted March 22 Report Posted March 22 Just now, MagicWalker said: I must agree on that, there is not many visible fishes. But when i saw Pike and cast bait near her, well it was nice WE NEED FISH CAGES!!! 3
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