Tyron Posted Friday at 05:10 PM Report Posted Friday at 05:10 PM Dear Extraordinary Survivalists v1.22.0-rc.9, an unstable release, can now be downloaded through the account manager. The road to stable continues... full release very soon™ [Edit:] Release retracted for now. Will fix an entity spawn spamming bug tomorrow morning and release rc10 [Edit2:] Released rc.10 and also 1.21.7, both containing a dupe bug fix that I recommend all server owners they upgrade to. Game clients that are on 1.21.6 don't need to upgrade. rc.10 also contains another fix that caused entity spawn spamming in rc.9. Will reveal the dupe bug glitch details after server owners had some time to update their servers. Screenshot by Nil, shared in #screenshots on Discord Game updates Tweak: Wall mount block info text name is now set to the placed item Tweak: Bass and carp shapes and textures changed to support greater variety of fin sizes Tweak: Allow diagonal snow shovelling Tweak: When pushing lots of snow, little bits may fall off on either side Tweak: Display what clothing can fit on what mannequins in the handbook Tweak: Remove handbook grouping from clothing Tweak: Heated forge items hold initial heat for double the time they did previously (cool down slower). Tweak: Increase bear attack range again so you can't perma kite bears. Increase attack frequency on boars and wolves Tweak: Upped survival time of trapped animals from 1 day to 2 days Tweak: Can now also sell trapped animals in the auction house Tweak: Moved arctic white and silvery blue butterfly into warmer spawn zones Tweak: Restored custom spawn conditions lost in the 1.18 update Harsh winters setting now again disables livestock spawn (deer, sheep, boars and chickens). It didn't Wolves and Bears now again are on a grace timer in new worlds. 4 hours for wolves, 1 day for bears. Tweak: (minor) Wild berry bushes now show greenhouse temperature bonus Tweak: Further increased duration of auctions by 66% (3 weeks => 5 weeks) Tweak: Show adjusted mining speed in tool tip for quenched tools Fixed: Crash when using tongs to hold a hot item with no attributes Fixed: Pickled veggies would display incorrectly in cooking pot Fixed: Axles in walls properly act solid in various situations like for rooms or when blocking water or light Fixed: Server-side exception when breaking waterwheel mechanical power network with unconnected network on far side of wheel Fixed: Two issues with water wheel losing power on 2nd side Fixed: Snow shovel had only 1 durability Fixed: Ability to duplicate/destroy various blocks using snow shovels Fixed: Oddities when shovelling deep snow Fixed: Disabled solid fat causing error logs. Fixed: Snow-covered cranberries, strawberryies, and cloudberries had full-block hitboxes. Fixed: 'Nadiyan' trader hoods were not using correct textures. Fixed: Clay tile piles would show 4 tiles at a time added or removed, even if less than four were in fact added/removed. Fixed: 'Light brown' and 'weathered' wattle and daub textures were switched. Fixed: Dead fox tails went into the ground, and the body hovered above the ground a bit. Fixed: Partially worked iron blooms from before the 1.22 update would turn into random other items when completed Fixed: Butterfly related client crash Fixed: Quenching and tempering buffs where not properly applied Fixed: Propick was not buffable Fixed: Tongs could not be placed into the forge Fixed: Cleaver heads could not be covered in clay for quenching Fixed: Chisel needed hammer in offhand to be placed into the forge Fixed: Crash when going throught a TL while a empty collapsed chest is open Fixed: Should theoretically fix client side ghost item entities on laggy servers Fixed: Baskettrap trigger animation was rotated differently than the base block Fixed: Baskettrap or Crate trap animation broken when both traps were placed Fixed: Placing an iron bloom on an anvil caused its temperature to drop immediately Fixed: Command /land list would not output the correct center postions if a claim had multiple areas Fixed: When milking goats your inventory could get out of sync and remove buckets or causes getting kicked from the server. Fixed: A broken chisel sometimes returning the the players inventory with 1 or 2 durability left Fixed: Prevent game crash on invalid worldmap waypoint saved names file loading Fixed: Custom spawn condition harsh winters not correctly applied to the south hemisphere Fixed: "spawnRadius" not a circular spawn area and sometimes spawning player outside of the radius. Fixed a respawning player placed at a block edge. Mitigate spawning inside blocks. Fixed: Performance: Soil ticking twice as often than needed. Reduced single tickrate by another 30% Fixed: Able to quench tools without a chance of shattering them Fixed: "\" character in the quenching info Fixed: Water not placed in worldgen schematics Fixed: Multi drop down select not remembered the checked boxes (e.g. in the meta spawner ui). Also fixed missing translation entries in the meta spawner ui creature dropdown Fixed: Thrown bricks got destroyed on impact Fixed: Z-fighting / UV issues on some clothing Fixed: Not possible to reinforce or lock labeled chests API Tweak: Added ITagRegistry.CreateMergedTagSet to merge two tagsets into one (previously only possible on TagSetFast) API Refactor: Smithing recipes now require a 'code' to be defined. A unique identifier that must not be changed once defined. Will print a warning for 1.22 but not be used. Will be actively used once we hit 1.23. API Tweak: Allow mods to define their own tileddungeons.json file similar to other structures API Fixed: ITagSet.RegisterAndCreateTagSet() not behaving correctly API Fixed: Using a texture overlay on an entity causes a crash (thank you JantekM for describing the exact line of code to change) View full record 20 3
LadyWYT Posted Friday at 05:21 PM Report Posted Friday at 05:21 PM 10 minutes ago, Tyron said: Tweak: Increase bear attack range again so you can't perma kite bears. Increase attack frequency on boars and wolves YES! Wildlife is actually going to be dangerous again! This makes me very happy. 2 6 3
StCatharines Posted Friday at 05:43 PM Report Posted Friday at 05:43 PM 32 minutes ago, Tyron said: Tweak: Heated forge items hold initial heat for double the time they did previously (cool down slower). Thank you!
Centurions_War Posted Friday at 05:50 PM Report Posted Friday at 05:50 PM (edited) @Tyron some serious bugs found, anything moved from camp fires crashes clients as example 17.4.2026 18:46:24 [Audit] Centurions_War shift clicked slot 2 in smelting-513632/138/509774. Moved 1xEarthy orange ceramic cooking pot to (1x into backpack-4m6eKV04eRNvC6Z6pMIYCOS5) Does with atleast 4 types of cooking pots, with and with out shift clicking - edit also meat and crucibles Edited Friday at 05:52 PM by Centurions_War 1 1
Maelstrom Posted Friday at 05:51 PM Report Posted Friday at 05:51 PM 28 minutes ago, LadyWYT said: YES! Wildlife is actually going to be dangerous again! This makes me very happy. My thoughts as well! I noticed that 1.21 and 1.22 rc<9 wildlife was not so dangerous as it is reported to be in the lore. So happy, happy, happy that the danger level is up. 3
LadyWYT Posted Friday at 06:11 PM Report Posted Friday at 06:11 PM 16 minutes ago, Maelstrom said: My thoughts as well! I noticed that 1.21 and 1.22 rc<9 wildlife was not so dangerous as it is reported to be in the lore. So happy, happy, happy that the danger level is up. I think in the earlier rcs it was fine, mainly because the bears could easily outrange the player in melee, so kiting was really dicey and armor or pit traps were almost required for bear fighting. Then I think the bears' reach got nerfed, so the player could easily dance around the bear and practically never get hit. While it might not be realistic for a player to outrun a bear, I think for gameplay it's fine if players can outrun bears, provided the player isn't wearing heavy armor and reacts in time. But the bear should absolutely have a long reach when it comes to melee, so that players need to do a bit of planning before tackling one.
Maelstrom Posted Friday at 07:37 PM Report Posted Friday at 07:37 PM Give certain... abilities of seraphim I think it's totally reasonable for a seraph to outrun bears, wolves and other animals humans can't. The tweaks to animal ferocity the past couple of updates have taken the fangs out of the local wildlife, imo. 1
EnbyKaiju Posted Friday at 11:05 PM Report Posted Friday at 11:05 PM Some great late-update fixes & balances in there that gives me positive vibes towards the "very soon". When I was talking last time about these last few updates being mostly balancing & little tweaks that felt about on the money, so even though this update is taking longer to get out the door (which is absolutely valid given how much has gone into it), it's going to come out in fantastic shape thanks to all the attention paid to little details. Also, bonus integrity points for the devs pulling this update as soon as they found the big bug. You honestly don't see that very often, many devs opting for a "we'll fix it next time, deal with it till then" attitude. I'd rather a functional updated (even an rc) than one with a core issue that needs to be patched out. And finally, Yay!! Wildlife are even more dangerous again! It's going to make getting those bear armors even more of a rewarding experience and encourage folks to try different methods of hunting. 2
Ev3rardd Posted yesterday at 01:10 AM Report Posted yesterday at 01:10 AM (edited) 8 hours ago, Tyron said: Fixed: 'Light brown' and 'weathered' wattle and daub textures were switched. Are you sure they were actually switched? Because I'm not sure they really were as far as crafting them was concerned. The recipes for each of the different daub colors are built around the color of the daub they produce, e.g. green daub requiring peridotite sand, orange daub requiring bauxite sand, ect. With this change, however, light brown daub requires very lightly colored materials (limestone/chalk sand, blue clay) and produces a daub that is darker in color than the weathered brown daub, which is created using much darker materials (chert/phyllite sand, any clay). I'll probably submit a bug report on this; at the very least the recipes probably need to be switched if the texture change sticks. P.S. Might I suggest just changing the name of the existing blocks instead of swapping their textures? I can speak from personal experience that this change really disrupts existing builds using either of the impacted wattle and daub blocks... Edited yesterday at 01:10 AM by Ev3rardd
LadyWYT Posted yesterday at 01:19 AM Report Posted yesterday at 01:19 AM 3 minutes ago, Ev3rardd said: P.S. Might I suggest just changing the name of the existing blocks instead of swapping their textures? Welcome to the forums! I'm not a code expert by any means, however, I think it's easier to swap textures than it is to swap block names, since block names may be referenced elsewhere in the code and things are much more likely to break if those pieces of code are missed. 2 hours ago, EnbyKaiju said: Also, bonus integrity points for the devs pulling this update as soon as they found the big bug. You honestly don't see that very often, many devs opting for a "we'll fix it next time, deal with it till then" attitude. I'd rather a functional updated (even an rc) than one with a core issue that needs to be patched out. This is true, but this also seems to be standard practice for Anego Studios. It's one reason the game is such high quality and the playerbase keeps growing. 2 hours ago, EnbyKaiju said: Some great late-update fixes & balances in there that gives me positive vibes towards the "very soon". When I was talking last time about these last few updates being mostly balancing & little tweaks that felt about on the money, so even though this update is taking longer to get out the door (which is absolutely valid given how much has gone into it), it's going to come out in fantastic shape thanks to all the attention paid to little details. While I do think there was a bit of content that could have been pushed back, I can also appreciate that it made it in to 1.22, as that means the foundation is there to add even more stuff all at once in a future update. 2
EnbyKaiju Posted yesterday at 01:30 AM Report Posted yesterday at 01:30 AM o 10 minutes ago, LadyWYT said: While I do think there was a bit of content that could have been pushed back, I can also appreciate that it made it in to 1.22, as that means the foundation is there to add even more stuff all at once in a future update. Absolutely! This feels like the VS devs standard approach of making sure the infrastructure is there to build on later. We aren't going to get everything in this one go, and yeah they could have pushed some stuff out to later builds, but I think just having a lot of the basics of them in (early dungeons, basic fishing...etc) means that when they push out later updates that expand these mechanics it doesn't interfere as much with folks bigger worlds, and makes it easier to build upon. Thinking about how they added a lot of minerals to the game that haven't seen a use yet, so that they are there when the updates do require them (plus it makes modding easier). This is all good stuff. The wait definitely feels worth it. 4
Mark Void Posted 19 hours ago Report Posted 19 hours ago Genuinely wonderful devs. You guys are great! 2
YordaEatsMelon Posted 10 hours ago Report Posted 10 hours ago 1 hour ago, ronhin 375 said: wait is 1.21.7 stable? Yes, it is the most recent stable release (the highest version of the 1.21 stable series preceding the 1.22 unstable releases). It was just re-released to provide players using 1.21 series the important bug fix for extra stability.
apatheticcosmos Posted 10 hours ago Report Posted 10 hours ago On 4/17/2026 at 1:10 PM, Tyron said: [Edit2:] Released rc.10 The Client Flatpak is still rc9. I'm not sure if it just takes time to run or the build wasn't kicked during the rc9 version retraction and patch. I didn't notice the update said rc9, and updated my server. 1
Hmuda Posted 2 hours ago Report Posted 2 hours ago (edited) Yeah, can we please get the flatpak version updated? With all the retractions I am quite a bit paranoid, I REALLY don't want to lose my current YT series due to a bug, and I have a schedule to keep with my video releases, otherwise the almighty algorithm (hallowed be thy name, and blessings be upon thee) will think I'm slacking. Edited 2 hours ago by Hmuda 1
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