FairyKairi Posted May 7 Report Posted May 7 Of course, my laptop breaks and remains in the shop for two weeks and NOW 1.22 appears with two patches, lol. Time to download everything again. I had no choice but to upgrade to an i5. 2
VaelophisNyx Posted May 9 Report Posted May 9 On 5/5/2026 at 12:53 PM, Rhyagelle said: Why reduce mortar? It's already annoying enough to make with how much fuel it takes, now the output is reduced by 50%? we weren't devastating enough desert for Tyron's tastes I guess
hstone32 Posted May 10 Report Posted May 10 Did salt generation get updated? I don't recall seeing anything like this in the changelog. 1 1 1
Moltrey Posted May 11 Report Posted May 11 (edited) Just a note to say so far playing on v1.22.2 I have not noticed the .0 lag hitches in the game. Once the objects have loaded in upon spawning gameplay has been smooth for me. Edited May 12 by Moltrey 2
Moltrey Posted May 13 Report Posted May 13 On 5/10/2026 at 10:39 AM, hstone32 said: Did salt generation get updated? I don't recall seeing anything like this in the changelog. Sorta gives new meaning to being turned into a pillar of salt... . Never seen one of these yet. 2
Narcosis Posted May 15 Report Posted May 15 (edited) Quern's still absolutely broken in 1.22.2. Outputs wrong stacks, milling takes a split second for the entire stack, then the stack disappears once you take it out as a material for any other recipe, especially ones that involve machines or objects, like barrels etc. I have no idea what's causing it, might actually be something bigger than just every major object in the game with it's own inventory slots. Edit: Turns out I somehow missed an ancient version of Chuteable Quern still running in my modpack, which somehow didn't refuse to work on the latest version of the game but caused all sorts of issues. My bad. Edited May 24 by Narcosis
Miseidon Posted May 16 Report Posted May 16 Is animal spawining supposed to be this much increased in 1.22? Maybe I missed that change. I have wolves and bear respawning outside my house every few days. They used to respawn once per year I think.
Vexxvididu Posted May 20 Report Posted May 20 On 5/16/2026 at 12:25 PM, Miseidon said: Is animal spawining supposed to be this much increased in 1.22? Maybe I missed that change. I have wolves and bear respawning outside my house every few days. They used to respawn once per year I think. I've noticed that too.... animals are all over and I've had fun having them fall into my pits I dug. I also wonder if they quietly fixed the bug where iron blooms sometimes don't spawn with enough voxels? I have manually processed a fair number in 1.22.2 and haven't had that issue at all. They all had plenty. ...but obviously I could just be very fortunate.
Maelstrom Posted May 21 Report Posted May 21 (edited) 12 hours ago, Vexxvididu said: I also wonder if they quietly fixed the bug where iron blooms sometimes don't spawn with enough voxels? I have manually processed a fair number in 1.22.2 and haven't had that issue at all. They all had plenty. ...but obviously I could just be very fortunate. It wasn't so quiet. Tyron announced it in one of the changelogs. I wonder if 1.22 is done? It's been almost 3 weeks since the last patch. I really, really hope the delay is Tyron adjusting the heating time for flint and the cooling time for metal items. Edited May 21 by Maelstrom 1 1
Vexxvididu Posted May 21 Report Posted May 21 32 minutes ago, Maelstrom said: It wasn't so quiet. Tyron announced it in one of the changelogs. I wonder if 1.22 is done? It's been almost 3 weeks since the last patch. I really, really hope the delay is Tyron adjusting the heating time for flint and the cooling time for metal items. Ahhh, I missed that change log... it didn't show up on a quick google, but great it's fixed! I have mixed views on the cooling time for metal, but agree the flint heating change is.... something, haha.
Maelstrom Posted May 21 Report Posted May 21 At least Tyron increased the amount of flint that can go into a bloomery. The original limit of 6 was ridiculous. 24 is better, but it'd be nice if it could be 32. This afternoon I'll probably test out how much fuel and time it takes to cook different sized batches of flint in the fire pit. My current recommendation is fire off 6 in the firepit then switch to cooking it in bloomeries. A lot less fuel and micromanagement involved. 2
LadyWYT Posted May 21 Report Posted May 21 2 hours ago, Maelstrom said: I wonder if 1.22 is done? It's been almost 3 weeks since the last patch. Just my two cents of observation/guesswork, but even though 1.22 is stable I don't think the devs actually consider it done yet. There's still a couple of berry bushes missing, spur gears apparently weren't completely finished, and Tyron mentioned a few more dungeon variants to be added later. So I'm thinking what happened is they got as much as they could done for the stable release and pushed a few things back for a later 1.22 patch once those things are properly polished. 1 hour ago, Maelstrom said: This afternoon I'll probably test out how much fuel and time it takes to cook different sized batches of flint in the fire pit. My current recommendation is fire off 6 in the firepit then switch to cooking it in bloomeries. A lot less fuel and micromanagement involved. Having toyed around with it a bit, firepit is best for small quantities, but the bloomeries seem much better suited to mass production of calcinated flint. I think the cook time is about the same for both cases, but bloomeries use less fuel and don't need babysitting.
Maelstrom Posted May 21 Report Posted May 21 59 minutes ago, LadyWYT said: Just my two cents of observation/guesswork, but even though 1.22 is stable I don't think the devs actually consider it done yet. There's still a couple of berry bushes missing, spur gears apparently weren't completely finished, and Tyron mentioned a few more dungeon variants to be added later. So I'm thinking what happened is they got as much as they could done for the stable release and pushed a few things back for a later 1.22 patch once those things are properly polished. Having toyed around with it a bit, firepit is best for small quantities, but the bloomeries seem much better suited to mass production of calcinated flint. I think the cook time is about the same for both cases, but bloomeries use less fuel and don't need babysitting. I agree that 1.22 seems to have some loose ends left to wrap up before Tyron goes to work on the next update. I was going to test increments of 8 flint up to 24 to get a good indication of where my breakpoint is for using bloomery over firepit. Then again, I typically go all hermitcraft and go massively overboard on stuff like fireclay, charcoal, bees, crops, etc.
Moltrey Posted May 29 Report Posted May 29 Open question to the forum: Does anyone else have a feeling that Better Ruins instances are pretty few and far between now? I am running it along with Algernon's Watersheds in 1.22. I find generic ruins regularly, bits and pieces of wall and portions of buildings. I have probably started 15-20 games since the latest patch and have found 1 Chert Scribe(?)/Abbey with basement and translocator and one abandoned settlement and maybe one other in those instances. I play on basic settings w/o changing map creation other than the 2 mods mentioned. Granted, I have not spent a great amount of time in most maps, usually an hour to hour and a half before deciding "meh" and quitting. Sometimes Traders are there, one or two in the spawn radius on the map. I am not upset about it, but have a nagging suspicion that they are not spawning like they used to in previous editions. Another thing I noticed is less underground "homes" or prisons, etc. It's all subjective of course but I can't shake the feeling this stuff is a bit less prevalent in v1.22. What say you? 1
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