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1.22.0-rc.6 - Fishing, Mechanisms, Metalworking and More!


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Posted

Dear Extraordinary Survivalists
v1.22.0-rc.6, an unstable release, can now be downloaded through the account manager.

The recently relaunched official public server (TOPS) is now running smoothly, thanks to Andrew from BisectHosting. Big shout out to them for jumping to the challenge and helping us out quickly and unbureaucratically.

The road to stable continues....

2026-03-27_20-15-14.thumb.jpg.f9082351232cd67151bfe2e6469015c5.jpg
Screenshot by ZerSchitzler, shared in #screenshots on Discord

 

Game updates

  • Feature: Begin adding more blocks in preparation for more dynamic dungeon pieces - aged banners, contaminated iron clutter, contaminated coal, ruined bloomery pieces
  • Feature: Fish can now be cooked whole, which takes less time than cooking fillets individually. Whole cooked fish cannot, however, be used in the cooking pot, nor can they be divided into fillets after cooking.
  • Tweak: Performance: Reduced startup times during asset loading, 26s to 7s with some modpacks. Contributed by tehtelev with adjustments by radfast
  • Tweak: Performance: Reduce unnecessary arrays created for Block Interaction Help
  • Tweak: Performance: Minor server boost in many areas: reduce unneeded array initialization
  • Tweak: Crushed items and flour items now use a solid texture, rather than one that is mostly transparent, thus allowing the solid texture to be used in containers. As a result the crushed and flour models have also changed, and have more polys. All crushed items also now use the 'normal' model
  • Tweak: The container (barrel and crate) shape UVs have been adjusted to be centered within the texture, rather than in a corner
  • Tweak: Many more items and blocks will now show textures in a crates and barrels (mostly crates)
  • Fixed: Should fix getting kicked from a server breaking some repairable clutter blocks
  • Fixed: Z-fighting on large ruined crate
  • Fixed: The warmth values of rawhide mantle and tunic were reversed. Also the rawhide mantle was not worn in the right layer (now worn in upperbodyover).
  • Fixed: Armor stands were missing localizations for their wear locations (as seen in the HUD)
  • Fixed: Aged thatch roof tips had unnaturally dark faces
  • Fixed: On Vintagehosting Dashboard > World Settings when changing the playstyle the default playstyle values where not update
  • Fixed: When creating a Singleplayer world and after click apply on world settings and then changing the playstyle would not apply the default playstyle values
  • Fixed: Milking an animal would not always give you fresh milk
  • Fixed: Berry bush cutting had collision boxes
  • Fixed: Crash when opening the World Settings screen on the Vintagehosting Dashboard
  • Fixed: On Vintagehosting Dashboard > World Settings when changing the playstyle the default playstyle values where not update
  • Fixed: When creating a Singleplayer world and after click apply on world settings and then changing the playstyle would not apply the default playstyle values
  • Fixed: When spilling liquids on the ground on larger servers (low server tick rate) it may have spawned water source blocks in your inventory
  • Fixed: Quenching buffs on some tools applied multiple times during crafting
  • API Tweak: Ground processing can now specify a sound to play upon completion, whether or not to transfer the freshness, and surfaces that are valid for the interaction
  • 1.22 related changes
    • Tweak: Item clutter is now cabinet-place-able, if appropriate size
    • Tweak: Berry bushes can also be planted on low fertility soil
    • Tweak: Show the number of days left on berry bushes for certain stages
    • Tweak: Berry bushes now require sunlight to grow and will take a penalty from being grown underground
    • Tweak: Young berry bushes can no longer mature when it's too cold for their mature variant to grow fruit
    • Fixed: In 1.22-rc.5, recipes with tools were not consuming the tool durability at all
    • Fixed: When you crash during snow shoveling, you would be stuck with a -40% walkspeed reduction and when you reconnect and try to use the snow shovel again you would be kicked
    • Fixed: Crash when opening the World Settings screen on the Vintagehosting Dashboard
    • Fixed: Mannequins did not accept arm wearables
    • Fixed: Rawhide tunic returned pelts rather than raw hides when using large and huge hides
    • Fixed: New clothing sets 'centurion' and 'popinjay' had texture conflicts between footwear and waist wearables
    • Fixed: Berry bush cuttings would always take exactly 2 months to grow instead of using the full range of 2 to 4 months
    • Fixed: Occasionally planting and growing berry bush cuttings would result in your berry bush displaying `trait-` on the traits line unintentionally
    • Fixed: Avoid crash in EntityItemRenderer
    • Fixed: Multiplayer server may lockup during temporal storms [thanks to th3dilli]
    • Fixed: In grid crafting, tool-based recipes (eg. Improvised wooden armor) could show less than full durability for the output item, on the client side
    • Fixed: Theater randomizer properly localized
    • Fixed: Ruined clay lamps had bad collision boxes
    • Fixed: Raw fish transfer their freshness when filleted
    • Fixed: Missing language strings for berry bush cuttings covered in snow
    • Tweak: Added neck hole to pillory
    • API Fixed: Ground processing will now only process one item at a time instead of an entire stack

 


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  • Like 26
  • Wolf Bait 1
  • Cookie time 1
  • Thanks 3
Posted (edited)

This is really starting to feel like one of the final release candidates, especially with this update only coming a couple of days after the last one. From checking over here & the subreddit lately it's amazing how fast these bugs were picked up & squashed. It's mostly minor stuff and any of the tweaks are pretty small. Though with the dynamic dungeons still not quite there I think it's still a better bet to hold off a little longer for those long term worlds.

I can't think of too many other impactful bugs left that I've seen reported, so hopefully Tyron & the team can focus on balance & any last minute fun stuff before the full release.

Great work, VS devs! We hecking love you!

Edited by EnbyKaiju
  • Like 6
  • Cookie time 1
Posted

yesterday i made a "what if we get an RC.6 instead of stable haha" joke and then this happened...overall at least the game is becoming more polished its fine

  • Like 1
Posted
15 hours ago, Tyron said:

Fixed: Occasionally planting and growing berry bush cuttings would result in your berry bush displaying `trait-` on the traits line unintentionally

I have entire rows of berries that display `trait-` on them. Every single cutting has it, no matter the type of berry. Occasionally is kind of an understatement 😂

 

I only took cuttings from berry bushes with no traits at all, so maybe that has something to do with it. 

Posted

Ongoing issue that has not be addressed yet: Heat state of ingots and blooms don't seem to be synchronized across players in mp. My buddy will be using the billows, and it doesn't animate for me and I hear nothing, the temperature of the item in the forge will be 1000 for him, glowing, and still showing dull red 700 for me. This makes collaborating on processing iron blooms and such rely on external communication instead of a smooth flow based on whats visible in game.

My other buddy reports this release seems to have a regression for the milking an animal crash/milk delete. That is, he'll milk a Valais goat, the game crashes, and when he logs back in he has no milk but the goat shows that its been milk.

Posted

Has anyone noticed odd behavior from bowtorn? When day comes and the drifters run off, the bowtorn seem to stick around indefinitely. I can run 50-some blocks away and watch them despawn, but otherwise they'll stay there apparently forever.

Posted
  • Fixed: When you crash during snow shoveling, you would be stuck with a -40% walkspeed reduction and when you reconnect and try to use the snow shovel again you would be kicked

Okay so this is why as a Hunter class my run speed has been like 75% or something for all of winter and beyond. Sadly I'm still bugged at a lower speed and I never knew why till this. 

Posted
2 hours ago, cjameshuff said:

Has anyone noticed odd behavior from bowtorn? When day comes and the drifters run off, the bowtorn seem to stick around indefinitely. I can run 50-some blocks away and watch them despawn, but otherwise they'll stay there apparently forever.

They've been doing that, I think, forever. Bright light just doesn't bother them.

  • Like 3
Posted
3 hours ago, Michael Gates said:

They've been doing that, I think, forever. Bright light just doesn't bother them.

I was going to reply "AGAIN??!?" but then I remembered it wasn't ever actually fixed so maybe it's intentional. At least we can see temporal rifts again. Those were scary before!

  • Like 2
Posted

Bowtorns have been entertainingly bugged since the beginning, in spite of it being occasionally terrifying I almost consider it charming.

I remember when they were first introduced and it didn't seem like there was a spawn cap on them, so you'd leave the house to find 100+ bowtorn just waiting outside your house like that arrow scene from Hero (2002) 🤣

This feels like we're right on the edge of a stable release and I'm almost shaking with excitement. This game has got its hooks in me all the way to the soul.

  • Like 11
Posted
2 hours ago, Michael Gates said:

They've been doing that, I think, forever. Bright light just doesn't bother them.

It might be a quirk of the landscape, but I didn't seem to have issues with them hanging around my house all day in 1.21. I did have a big cave they could wander into, though.

  • Like 1
Posted

Unknown if it is limited to this version or not, but I was unable to start a new game on RC6, no text for loading or anything in the loading window that pops up when starting a new game, also on a side note; it would be cool if people had the option for old/new berry bushes, don't know if that's something that would be an easy client side thing or if it is more involved than that.

Posted

I'm seeing a couple weird things with the new mushroom effects that seem like they might not be intentional:

  • with clouds set to "volumetric" they're not affected by the color overlay, but with "classic" they are
  • when clay-forming, the alignment of the swirly effect seems to reset every time I click, leading to a flashing effect
Posted
4 hours ago, LordMeowCow said:

Unknown if it is limited to this version or not, but I was unable to start a new game on RC6, no text for loading or anything in the loading window that pops up when starting a new game, also on a side note; it would be cool if people had the option for old/new berry bushes, don't know if that's something that would be an easy client side thing or if it is more involved than that.

That's not something that can be easily toggled on or off.

I love the new bushes, but they do take some getting accustomed to to see them.  In my first world I couldn't find a berry bush to save my life.  Found a few mushrooms, enough to get me through half of the first day, but by morning I had started taking starving damage.   

Posted

The berry design changes (not just the mechanics) have really nailed home just how much of a specialized skillset the "gatherer" role was in pre-history. Knowing how to spot the bushes, and which ones are best, was something that took generations of learning to do right. The VS team has done a great job replicating that I feel. Some bushes are a lot easier to spot (like cranberry & strawberry), but they still don't jump out at you like in the old designs.

I'm a big fan :) It's just going to take some time to train my brain into spotting the berries in the wild.

  • Like 5
Posted
1 hour ago, Maelstrom said:

That's not something that can be easily toggled on or off.

I love the new bushes, but they do take some getting accustomed to to see them.  In my first world I couldn't find a berry bush to save my life.  Found a few mushrooms, enough to get me through half of the first day, but by morning I had started taking starving damage.   

It was really just a curiosity more than anything, no worries or anything, just one of those random ideas.

Posted

Where should bug reports go?  This fails to run on my Apple Silicon Mac, but I'm seeing the same failure with rc.4, and I think that was working before my OS upgrade to 26.4.  I can pass on data, but let me know where that should go.  Thanks.

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