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1.22.0-rc.5 - Fishing, Mechanisms, Metalworking and More!


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Posted

Dear Extraordinary Survivalists
v1.22.0-rc.5, an unstable release, can now be downloaded through the account manager.

We're working nearly non-stop since the TOPS re-launch in order to get the game running smoothly. The work continues with this release...
 

2026-03-21_18-11-13.thumb.png.d507e6662f9c3ddeb9c9b1465a380016.png
Screenshot by TylerSantaFe, shared on discord #screenshots

Game updates

  • Tweak: Performance: Minor improvements to server TPS on large multiplayer servers (TOPS)
  • Tweak: Performance: Game freezing when many blocks started falling
  • Tweak: For Server owners: A quick little solution to tell apart your server staff - "/player [playername] privilege grant staffentitlement" will give you a cyan colored [Staff] prefix
  • Tweak: Simple AFK kick timer for game servers (enable via /sc afkkickseconds  and /sc afkwarnseconds)
  • Tweak: Added /sc timeoutkickseconds
  • Tweak: Bear seeking ranges reduced. Bear attack ranges are now shorter and different for different sizes of bear
  • Tweak: Reduced meat and bone drops for some fish (many of the smaller fish that previously yielded a bone will now yield none)
  • Tweak: Dough stink bait is now a separate bait type from other meat-based stink baits. Output of stink bait cooking recipe reduced, and red meat and poultry will produce more stink bait than dough or other meats.
  • Tweak: Theater arm clothing fully implemented.
  • Tweak: Shelf displayable attributes added/improved for ceramic bowls, pots, crocks, ingot molds, oil lamps, nails and strips, poultices, and bandages, including stacking where appropriate. Also added shelf displayable attributes for crucibles, flower pots, and jugs, even though they do not fit on the current cabinet shelving
  • Tweak: The server /stats commands now no longer includes connecting players in the current player count
  • Fixed: Should fix rare Support beam errors causing player disconnection; and fixes Support Beams sometimes placing incorrectly/invisibly or with ? textures  [existing beams with ? textures can be removed using the Crowbar tool]
  • Fixed: Logged errors when a Worm Grunter stick reaches zero durability
  • Fixed: Error log spam from hidden clothing parts when wearing armor
  • Fixed: Crash when trading and buy and sell amount are equal: would cause no money to be transferred
  • Fixed: Game crash caused by gnats
  • Fixed: Game crash caused by ground storage
  • Fixed: Prevent server crash on exception in BehaviorBodyTemperature and log additional information
  • Fixed: Stones thrown straight up getting stuck mid-air
  • Fixed: Bowl water splash particles not colored correctly
  • Fixed: Ambient slider in settings not working when settings are not expanded
  • Fixed: Seraph 'grin' face and 'kind' face swapped
  • Fixed: Berry bushes will properly randomize their appearance
  • Fixed: Dropped items forever rotating even when colliding with the ground
  • Fixed: Some small fish would appear to leave behind bones when ground processed, but when picked up no bone would appear in inventory
  • Fixed: Iron blooms did not always have enough metal voxels to make a full ingot
  • Fixed: Prevent exploit where 2 small water wheels can be placed overlapping in the same stream
  • Fixed: Animals still able to multiply with dead males nearby
  • Fixed: Psychedelic mushrooms would not properly get you high when used in a meal
  • Fixed: Various berry bush fixes
    • Berry bushes would not properly save and load the amount of time it took to transition to the next stage of growth
    • Wild berry bushes would incorrectly pretend to be young when spawned
    • Grown berry bushes would not have a young stage
    • Young berry bushes would not use the proper graphics
    • Thin skinned and thick skinned berry bush traits were accidentally swapped
    • Berry bushes would not properly pause their growth when below or above the pausing growth temperatures
  • Fixed: Farmland would not recover while growing, instead recovering when the crop was ripe
  • Fixed: Rollers place inconsistently based on player's orientation 
  • Fixed: The clayforming gui still said bowls could be made into lamps, and had no descriptions for tiles or lamp bodies.
  • Fixed: Raw and fired-but-empty lamp bodies showed the wick.
  • Fixed: Non-ruined metal gates were not dropping themselves when broken.
  • Fixed: Sturdy backpack buckles would sometimes have texture conflicts with necklaces.
  • Fixed: Rotten, very rotten, and very aged support beams had grid recipes, despite dropping nothing when broken (they are not meant to be obtainable).
  • Fixed: Game showed a confusing error when certain files were missing. Now explains that it needs a re-install
  • Fixed: Various multiplayer server fixes
    • Fixed: Able to queue up in the player join queue multiple times
    • Fixed: Overloaded server sometimes adding duplicates of same player to the connection queue
    • Fixed: Made file logging threadsafe. Might fix garbage data written to logs on large servers
    • Fixed: Crash when starting a standalone server after removing certain roles from serverconfig.json
    • Fixed: A large connection queue affected how many players can join
    • Fixed: The connection queue only processing when a player leaves
    • Fixed: The ModIdWhitelist did not work properly for some mods
    • Fixed: Wonky /list clients output. Now prints *all* clients sorted by connection state
  • API Fixed: Psychedelic properties of food were not synched from server to client
  • API Fixed: FoodNutritionProperties.SaturationLossDelay was unused

View full record

  • Like 15
  • Wolf Bait 2
  • Mind=blown 1
  • Thanks 1
Posted
4 minutes ago, Slam said:

Shroom soup anyone?

Something tells me there will be lots of shenanigans in multiplayer this update...

 

17 minutes ago, Tyron said:

Fixed: Iron blooms did not always have enough metal voxels to make a full ingot

Nice! No more needing to use creative or rely on the helve hammer to fix the duds!

  • Like 7
Posted (edited)
1 hour ago, LadyWYT said:

Nice! No more needing to use creative or rely on the helve hammer to fix the duds!

I always thought this was me messing up my bloom hammering! I'm so glad I wasn't just losing my grip and it was a bug, lol

2 hours ago, Tyron said:

Tweak: Shelf displayable attributes added/improved for ceramic bowls, pots, crocks, ingot molds, oil lamps, nails and strips, poultices, and bandages, including stacking where appropriate. Also added shelf displayable attributes for crucibles, flower pots, and jugs, even though they do not fit on the current cabinet shelving

I literally saw someone make this suggestion on the subreddit yesterday and Tyron said they'd make it happen. The VS devs work fast.

2 hours ago, Tyron said:

Fixed: Farmland would not recover while growing, instead recovering when the crop was ripe

I know this was getting discussed here a fair bit the other day; whether it was a bug or an intended feature of farmland. Glad to see that cleared up so folks can stop worrying about their crops.

Pretty much everything here feels like bugsmashing & tweaks. Feels like we're nearing the finish line!

Edited by EnbyKaiju
  • Like 3
Posted
19 minutes ago, KahvozeinsFang said:

I knew something was wrong. I have never had crops take so long to grow. My Flax was 8/9 and 29% growth speed. 

One of the intentional changes in this update did increase crop nutrient consumption, which will effectively reduce growth speed. So you can now expect them to grow slower than in 1.21 still, although not quite as slowly as in the previous 1.22 RCs. 

  • Like 3
Posted

I just jumped into creative and started stacking bowls & empty oil lamps on shelves. My inner interior decorator is jumping with joy, haha

It's going to be so nice making a full-one pottery workshop with shelves for works in progress, and ones to take later, and not just have them neatly stacked up & feeling a lot less static. 10/10 inclusion that demonstrates how small changes can add up to a lot.

 

  • Like 2
Posted
3 hours ago, john_p said:

Is there supposed to be a chance of failing to harvest pine resin, kind of like mushrooms? It's a really low chance, and doesn't bother me.

Are you playing Blackguard or Tailor? I think the foraging penalty applies to resin, not just berry bushes and mushrooms.

  • Like 1
Posted
38 minutes ago, LadyWYT said:

Are you playing Blackguard or Tailor? I think the foraging penalty applies to resin, not just berry bushes and mushrooms.

Well, dang. I play both, and only those two. Sucks to be me! Thanks :D

Posted
3 minutes ago, john_p said:

Well, dang. I play both, and only those two. Sucks to be me! Thanks :D

Haha, no worries! I play a lot of Blackguard as well, and when I'm not a Blackguard I'm usually a Tailor. 

  • Like 1
Posted
10 minutes ago, LadyWYT said:

Haha, no worries! I play a lot of Blackguard as well, and when I'm not a Blackguard I'm usually a Tailor. 

With all the changes to foraging & wild crops in the new version I'm really glad I default to Malefactor, haha. I'll take the drop in melee damage (years of Zomboid have taught me the value of not getting hit by the enemy), for those tasty foraging bonuses.

The Blackguard & Tailor are going to be super-necessary in multiplayer worlds, especially with the tougher enemies and so many new clothes to make, but solo feels like the realm of the outcast :D 

Posted
1 minute ago, EnbyKaiju said:

The Blackguard & Tailor are going to be super-necessary in multiplayer worlds, especially with the tougher enemies and so many new clothes to make, but solo feels like the realm of the outcast :D 

Hunter + Blackguard is a beast of a combination. That's typically the combo my friend and I roll with, and we can pretty easily dominate most any threat that comes after us. The worst enemy we tend to face is ourselves(of which there are a few stories in the funny story thread).

  • Like 2
  • Haha 1
Posted
2 minutes ago, LadyWYT said:

Hunter + Blackguard is a beast of a combination. That's typically the combo my friend and I roll with, and we can pretty easily dominate most any threat that comes after us. The worst enemy we tend to face is ourselves(of which there are a few stories in the funny story thread).

It's something I love about VS is there's no "correct" class to play as. It's all very personal to your play style and vibe, and there's no looking down on folks who play commoner.

I'm a very "be gay, do crimes" kinda creature, so Malefactor is my vibe. But I love hearing stories about how others approach the game, the stories they build within it, and how their choices face up to what the game throws at you. I should go read those stories in the funny thread, I could do with some giggles.

  • Like 1
  • Mind=blown 1
Posted
45 minutes ago, EnbyKaiju said:

It's something I love about VS is there's no "correct" class to play as. It's all very personal to your play style and vibe, and there's no looking down on folks who play commoner.

Well 10% speed boost is major in pvp and pve lol soo hunters can destroy 

Posted
8 hours ago, williams_482 said:

One of the intentional changes in this update did increase crop nutrient consumption, which will effectively reduce growth speed. So you can now expect them to grow slower than in 1.21 still, although not quite as slowly as in the previous 1.22 RCs. 

If you mean the fix to the number of growth stages when calculating growth times and nutrient consumption being one higher than it should be, then that seems to have been effectively reverted now by adjusting the base nutrient consumption and growth time defined for individual crops to 1 - 1 / growthStages of the 1.21 values.

  • Like 4
Posted
5 hours ago, MKMoose said:

If you mean the fix to the number of growth stages when calculating growth times and nutrient consumption being one higher than it should be, then that seems to have been effectively reverted now by adjusting the base nutrient consumption and growth time defined for individual crops to 1 - 1 / growthStages of the 1.21 values.

Probably for the best, although the longer growth times weren't all bad. I was starting to get used to the idea of fewer harvests. 

I hope they apply some rounding to these new numbers though. Flax consuming 44.4 K just looks funny. 

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