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1.22.0-rc.7 - Fishing, Mechanisms, Metalworking and More!


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Posted

Dear Extraordinary Survivalists
v1.22.0-rc.7, an unstable release, can now be downloaded through the account manager.

The road to stable continues... full release soon™
 

image.png.6f76921e235e4a133eb5a433c39e4198.png
Greenhouse by enn, shared in #screenshots on Discord



Game updates

  • Feature: Added raspberry, blackberry, and cloudberry plants. Blackberry and raspberry plants have a walkspeed reduction
  • Tweak: Added command "/announcenear [range] [message]" to send an announcement in given block range only
  • Tweak: Tailor buff: increased Mender trait durability bonus from 10% to 25%
  • Tweak: Better keyboard support for dropdown menus (can now use Up/Down/Home/End keys for selection or hovered index when expanded)
  • Tweak: Log additional information when the server is unable to save
  • Tweak: Retry autosave every 2000ms instead of every 500ms to still let through some server ticks. Resume the server on failed autosave
  • Fixed: Many z-fighting, clipping and texture issues in the new clothing 
  • Fixed: Crocks sealed in ground storage would not properly update model
  • Fixed: Output stack in all recipe types except GridRecipe didn't retain attributes on client-side
  • Fixed: Crash when breaking rubble using the prospecting pick
  • Fixed: Artisan trader was selling complete tile blocks, now sells the individual tile items
  • Fixed: When buying an elk in winter, the snow could prevent elks from spawning
  • Fixed: Should fix rare trader crashes when buying more than 1 stack (e.g. plaster from Building Materials trader) Github #8878
  • Fixed: Crash to desktop if re-clicking certain tabs in Customize World screen. Github #6908
  • Fixed: Rare WindPattern SimplexNoiseOctave exceptions
  • Fixed: Rare server lock-ups relating to internal chunkdata locks
  • Fixed: Rare crash when animating pouring from a container
  • Fixed: "/tp Tyron e[id=140]" not working
  • Fixed: Single pixel inaccuracies when clipping oversized items in GUI and in the item hover info element
  • Fixed: When against a wall in third-party view then opening a chest, player would be able to interact with blocks through a wall
  • Fixed: Forge workitem temperature desync between server and client
  • Fixed: Hot coals flicker when adding/removing ingots
  • Fixed: Hitboxes of piles of items were off by 1 layer on the server side
  • Fixed: Raccoon sometimes stuck on endless eat animation
  • Fixed: Game crashing when bulk grabbing items from a pile of items with a basket on top
  • API Tweak: Clutter blocks can now define custom drops and a custom block material
  • API Tweak: Added collectible attribute "inCrateShape" for custom in-crate shapes
  • API Tweak: RecipeLoader load methods made public for use in mods, they remain static though.
  • API Tweak: Further JSON documentations by Dana
  • API Fixed: "inBarrelShape" attribute not working as intended
  • API Fixed: Accidentally changed how the milk type was loaded from JSON for milking behavior
  • 1.22 related changes
    • Tweak: Worm grunting nerfs: Spawn rate goes down when the temperature is below 10°C, decreasing all the way to zero spawn rate when below 0°C. Reduced maximum amount a location can yield
    • Tweak: New 1.22 extra glow near a held or dropped light source is now no longer visible during daylight
    • Tweak: Held and planted berry bush cuttings now also display their traits
    • Tweak: Switched body slot for rawhide mantle and rawhide tunic
    • Fixed: Bellows was not mentioned in any handbook guides, and had no explanatory text in its handbook entry.
    • Fixed: Crash when picking up some items with tongs
    • Fixed: Kicked from server when harvesting berry bushes with a knife
    • Fixed: Crash when riding elk in multiplayer
    • Fixed: Spelling in handbook: propogate -> propagate
    • Fixed: Adjusted warmth values for new clothing
    • Fixed: Aprons had the wrong color
    • Fixed: A couple of missing translation entries
    • Fixed: Placing a cabinet caused other nearby players to crash, in -rc.6
    • Fixed: Aged and veryaged cabinets were missing textures
    • Fixed: Fishing pole eats a stack of bait (Github #8887)
    • Fixed: Water not always spreading horizontally along channels with half-slabs forming sides
    • Fixed: Rapid flowing water continuously oscillating between two different routes
    • Fixed: Rapid flowing water minor issues (eg. a block could be left behind if it doubled-back on itself)
    • Fixed: Worm grunting stick not placeable solo
    • Fixed: Another case of the snow shovel deleting blocks
    • Fixed: Fertilized berry bushes produced upgraded soil that can be harvested

View full record

  • Like 20
  • Wolf Bait 1
  • Cookie time 3
  • Amazing! 1
  • Thanks 1
Posted
39 minutes ago, Tyron said:

Fixed: Placing a cabinet caused other nearby players to crash, in -rc.6

yay! I just experienced this last night and was about to report it on the GH when I saw it was being fixed in rc.7. Glad that release is today! ❤️ 

41 minutes ago, Tyron said:

Fixed: A couple missing translation entries

Is this related to the translation issue I reported in the Discord a couple days ago?

41 minutes ago, Tyron said:

Fixed: Raccoon sometimes stuck on endless eat animation

:( but now I'll have to actually chase them down to hunt them. Oh well.

  • Like 1
Posted

I’m a bit confused by this “clockmaker buff.” It says the clockmaker was buffed, but then describes one of the tailor’s traits being increased? Does the clockmaker have the mender trait now or was this just a typo?

  • Like 1
  • Thanks 1
Posted (edited)

Not sure if it is just related to steel or all cleavers, but the Steel Cleaver does not work nor can it go on a tool rack. Haven't tried any other cleavers and these are on generation 3 grey boars.  recipe requires a stick now idk if that's new or I'm used to mods that change it. 

 

Quote
  • Fixed: Fishing pole eats a stack of bait (#8887)

Also yay! Used some regular bushmeat and all of it was put to good use netting over 25 fillets. Not one was lost to the void.

Edited by quicksilvr
Posted
7 hours ago, Tyron said:

Feature: Added raspberry, blackberry, and cloudberry plants. Blackberry and raspberry plants have a walkspeed reduction

Hey yeah! I was wondering if these would show up in this build since they were in the creative list. And I love that walking through the bushes slows you down, those things are spikey!

Mostly crash fixes & tweaks. But y'all are really nailing it with these updates. Thanks for all your hard work.

Posted
9 hours ago, Tyron said:

Fixed: Aged and veryaged cabinets were missing textures

I did have a look for these in the handbook, keen to see how they look. And they have textures but no crafting recipe (and aren't in creative menu either).

So many little things to fix, but I believe in the devs to have it good on the night (or in a hotfix soon after)

Posted (edited)
Quote

Tweak: Clockmaker buff: increased Mender trait durability bonus from 10% to 25%

Typo I think? Tailor has the Mender trait, not Clockmaker?

Edited by Figatoni
specifying the line
Posted
12 hours ago, Tyron said:

Fixed: Forge workitem temperature desync between server and client

@Tyron is this the bug I reported on GitHub? #8873

 

You told me if it wasn't fixed in this release, I should reopen the issue. I just want to make sure I don't reopen the issue if it's been fixed. 

Posted
3 hours ago, KahvozeinsFang said:

@Tyron is this the bug I reported on GitHub? #8873

 

You told me if it wasn't fixed in this release, I should reopen the issue. I just want to make sure I don't reopen the issue if it's been fixed. 

yep, thats the one

  • Like 1
Posted

Forge temperature and fuel quantities have become weird. I am using mods, so take this with a grain of salt but items will heat up incredibly fast, but so will fuel usage. Fuel usage also seems to jump around a bit, but I notice that it is spent FAR quicker because of this bug.

  • Like 1
Posted

I thought I'd found a massive bug that corrupts savegames, until I noticed I had run VS twice and the second instance was having trouble loading my world because the first instance was using it 😳

  • Haha 1
Posted
10 hours ago, vanAndesen said:

With the changes, tweaks and additions I can discard a few mods as their function will now be standard in the game.

I love the feeling of being able to remove a mod because the game now adds the thing the mod was there to do. :) 

Also, welcome to the forum!!

  • Like 1
Posted
On 4/4/2026 at 3:07 AM, Calmest_of_lakes said:

Forge temperature and fuel quantities have become weird. I am using mods, so take this with a grain of salt but items will heat up incredibly fast, but so will fuel usage. Fuel usage also seems to jump around a bit, but I notice that it is spent FAR quicker because of this bug.

I'm seeing this as well. The displayed fuel time remaining will drop down to zero or very close to zero, and the visible fuel level and the workpiece will start bouncing around wildly. Sometimes it won't show the fuel at all, but a pump on the bellows will make the fuel reappear.

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