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1.22.0 - Fishing, Mechanisms, Metalworking and More!


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Posted
5 minutes ago, Tyron said:

Suffice to say, we hope you enjoy this absolute unit of an update, encompassing over 700 individual features, tweaks and fixes! 💚

Helps when there's an absolute unit of a dev team putting it all together and making sure that it works. 😁

 

6 minutes ago, Tyron said:

More procedural Dungeon content

Definitely glad to hear that there's more dungeon content planned for 1.22 rather than waiting until 1.23. The current is definitely fine for what it is, but a bit more variety is definitely appreciated!

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Posted

I hate to leave my first world but I think there's so much changed it is better to start new. I see there's a way to download old versions. Can you install two at the same time or just the one? 

Posted (edited)
2 hours ago, Tyron said:

Feature: Fully reworked berry bushes. Pre-1.22 berry bushes are now legacy blocks: they will no longer be available in the Creative inventory, but any in existing worlds are still functional blocks in-game

  • Fully reworked models
  • Can only be propagated by taking a cutting with a knife which when planted takes 6 to 12 months to mature into a new bush
  • Berry bushes require fertilization or they will stop bearing fruit. Berry bush nutrient use tapers off by 15% per year (resulting in about 5% use after 20 years). Some bone meal each year should be enough to give you a decent harvest
  • A handful of rare traits will be added in the next release candidate - traits propagate to the cutting taken
  • Flowering/Ripening behavior still mostly similar to the old system

This really feels like it should be updated, and not just copied from when the rework was initially revealed. Most notably to add more complete information about traits and the fruiting cycle, which have already been implemented. Also, it could be nice to explicitly mention that replanted/cultivated bushes require fertilizer, to avoid the confusion with wild bushes which don't.

It feels quite appropriate to plug my poll on the berry bush rework, with a detailed description of the changes and some feedback as well: 

 

Absolute unit, this update. Really enjoyed the unstable cycle.

Edited by MKMoose
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Posted

Thank you for being so consistent, and genuinely SO FAST on these massive updates. Honestly, you're all getting through your want-list/roadmap in such a timely manner! Time for a new world! ❤️

 

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Posted
47 minutes ago, MKMoose said:

This really feels like it should be updated, and not just copied from when the rework was initially revealed. Most notably to add more complete information about traits and the fruiting cycle, which have already been implemented. Also, it could be nice to explicitly mention that replanted/cultivated bushes require fertilizer, to avoid the confusion with wild bushes which don't.

thanks, updated 👍

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Posted

Berries requiring fertilizer still feels like a really bad update. Growing up in the woods, there were some massive berry patches out there that produced plenty of fruit with no input from us. Berries tend to be very hearty plants, and needing to fertilize one of the worst foods in the game feels weird when the real life equivalent doesn't need oversight.  

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Posted
10 minutes ago, Minty Boi said:

Berries requiring fertilizer still feels like a really bad update. Growing up in the woods, there were some massive berry patches out there that produced plenty of fruit with no input from us. Berries tend to be very hearty plants, and needing to fertilize one of the worst foods in the game feels weird when the real life equivalent doesn't need oversight.  

wild berries should yield the same amounts as in 1.21, forever. Propagated berry bushes don't need much fertilizer at all, and even the most common one (bone meal) will already help

  • Like 7
Posted

Thank you so damn much for the incredible update, Tyron & the rest of the VS team!

I hope you are all so hecking proud of all you've done, and the amazing game you've created ❤️ 

I don't think I'd still be around without this game, and the dedication & care you've put into making it what it is shows in every single update. So, thank you, from the bottom of my monstrous heart.

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Posted (edited)

This release actually came out faster than I expected. Lovely but not without major bugs - the quern milling/stack bug is still here. Output material from quern will disappear after closing any container that's not your own inventory. Quern then doesn't reset it's progress bar, which results in ultra fast, near instantaneous milling of entire stacks of materials; it does not matter though, as they will all disappear if you try to craft something out of them or place them in any container or move any other item/stack into their place on the grid. Also, a lot of block entity models are now duplicated in a single spot upon placement, quern being one of them; this results in constant Z-fighting.

Other than that, this is probably one of the most major and substantial updates to the game in quite a while. Thanks for all the work and I can't wait to see what the future will bring.

Edited by Narcosis
  • Like 1
Posted (edited)
1 hour ago, Tyron said:

wild berries should yield the same amounts as in 1.21, forever.

That's... not really true, though (though they indeed don't need fertilizer). Wild bushes might not be too much worse, but they're definitely significantly different. The average yield is ~6% lower, variance is much higher, and the fruiting cycle changes mean that the total ripe time for a single bush in much shorter, as well as that in most climates it's only possible to harvest one or two times per year, with the minimum temperature for two harvests landing somewhere in the temperate zone (variable due to multiple sources of randomness). There are more species of berries, which brings the average yield per unit of area back up a fair bit, though the availability time is still short.

I think this is roughly the right direction and is actually surprisingly close to a proper seasonal fruiting system, and proper seasonal fruiting could actually allow to fix some issues with the current system, e.g. bushes being initially completely random and then synchronized after the first winter. Pizza has said that seasonal fruiting can't be added due to berries being one of the primary foraging foods, though I personally don't see how that is an issue, as the current changes are arguably much more detrimental for early-game foraging than a seasonal cycle would be.

 

1 hour ago, Tyron said:

Propagated berry bushes don't need much fertilizer at all, and even the most common one (bone meal) will already help

What many people including the person you're replying to seem to be taking issue with is that the bushes require fertilizer at all, not how much they require exactly. This gets mixed in with people who are overreacting or misinterpreting the changes, and it makes a right mess out of the average discussion on the rework. While communicating the changes a bit better would have helped with the initial partially unwarranted pushback, there is still a large portion of more reasonable criticism which is essentially impossible to significantly address without just redesigning the bush health system, because what is being criticized is in many cases the design and not the balance.

Keep in mind that the largest portion of pushback is specifically about the fertilizer requirement and bush health in general, as shown by my poll if nothing else. Other parts of the rework are generally welcome, even if not exactly what some people including myself would like. New visuals, new species and cuttings are especially well-received and seem to be quite clearly net positive for the game.

There's been a lot of discussion on it, though I wouldn't blame you if you're not intimately familiar with all of them, especially the almost 17k message long thread.

Edited by MKMoose
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Posted (edited)
7 hours ago, Tyron said:

Added grinding wheel. Lets you sharpen tools for a critical hit bonus (WIP)

Feature: Added waterwheel (WIP). Needs to be placed on rapids (fast-moving water)

Are these still unfinished or is this text a holdover from pre-stable builds?

Edited by Lollard
Posted
7 hours ago, Tyron said:

Feature: Held bags that are placed on the ground can now be interacted with

Reed baskets placed on the ground and then picked up again bug out. You pick them back up into your inventory, but their smaller "pick-up-able" model stays on the ground, and then when you place the basket from your inventory back down again, you can never open it, losing the contents forever.

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