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1.22.3 - Maintenance patch


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Posted

Dear Extraordinary Survivalists
v1.22.3, a stable release, can now be downloaded through the account manager.

[Edit:] 1.22.3 Mac builds for older Intel CPUs are currently unavailable - but Mac builds for Apple Silicon (for all recent Macs) are now a thing! 

8549lu3sw04h1.thumb.webp.7f2e37c415474227a8e7ca5f2840ea67.webp
Malefactor cosplay by brinsvick, shared on reddit /r/VintageStory

 

Game updates

  • Feature: Build a native Apple Silicon version of the game for Mac OS. Should work on any Mac built since 2022, including M1, M2, M3 etc and recent Macbooks. This resolves a large number of issues previously running the Mac Intel build on Apple Silicon and improves performance significantly
  • Tweak: Redtop grass is no longer a food for bees or butterflies (it's wind-pollinated!)
  • Tweak: Tamed elk no longer eats your crops
  • Tweak: While constructing a water wheel, warn if no rapid-flowing water found
  • Tweak: Construction of a water wheel cannot proceed if its rotation would be blocked by solid blocks
  • Tweak: Large entity selections (above 100) via command now auto-declined if the caller lacks the privilege "largeentityselection"
  • Tweak: Rusted heavy gates now require tier 2 (copper) or better pick to break.
  • Tweak: Allow Mac to run the game in "Game Mode" to improve performance
  • Tweak: Pigs and sheep will no longer be aggressive after generation 2
  • Tweak: Added various new mechanics to the Mechanical Power guides in the handbook (metal windmill rotor, grindstone, waterwheel, spur gears, etc)
  • Tweak: Firestarter and snow shovel are now tool-rackable
  • Fixed: Breaking an axle block dropped unstackable blocks (e.g. planks with different orientation)
  • Fixed: Wall covered axle wasn't considered a full block
  • Fixed: Rare crashes when interacting with lanterns
  • Fixed: Missing language strings for Blue meanie and Laughing Jim mushrooms in recipes
  • Fixed: Pulverizer caps invisible after reloading world
  • Fixed: Wrong interaction help for Cabinet doors and Boat construction (if shift/ctrl keys not set to sneak/sprint). Github #9178
  • Fixed: Typo in worm grunter handbook entry
  • Fixed: Unable to place a partially-full jug onto a shelf with another liquid container, by holding shift
  • Fixed: Quenching handbook guide incorrectly stated that you need to hold shift and right click to quench (it's just right click), and that "some" metal would be lost on a failed quench (in fact, all the metal is lost)
  • Fixed: Crash reporter properly opens when crashing on Mac
  • Fixed: Zip archived mods were able to write files to arbitrary locations during decompression
  • Fixed: Players being able to interact with auctions form far away
  • Fixed: Cupronickel and electrum metal plates had wrong smelting ratio
  • Fixed: Crash on invalid forge block entity or invalid forge blocktype
  • Fixed: Mods that had game/survival/creative as a dependency were shown incompatible since 1.22, even when actually compatible
  • Fixed: Mod incompatible warning icon was only shown the second time the Mod Manager was opened
  • Fixed: Dungeons would not keep their minimum distance to the story locations or other structures [since 1.22.0-rc.9]
  • Fixed: Player spawning would heavily favor locations closer to the center of the spawn radius
  • Fixed: Crash when using arrow keys to navigate an inventory with no slots
  • Fixed: Rounding errors could cause a full hunger bar to show as only 1499 satiety
  • Fixed: Horsetail incorrectly described as a flower
  • Fixed: Alum did not have an incontainer texture
  • Fixed: Tile slabs were missing placement mode recipes
  • Fixed: Rawhide tunic was using the wrong texture
  • Fixed: Grindstone handbook entry mentioned multiple levels of grinding, which was not implemented
  • Fixed: Certain fish - crappie, chubs, shad, and tilapia - when cooked whole were cooking into 'medium cooked fish', when they should have cooked into a single piece of cooked fish
  • API Tweak: Added minGeneration and maxGeneration AI task conditions for execution
  • API Fixed: Crash when burning something in the firepit that rots into something that doesn't rot
  • API Fixed: Unable to properly empty contents of liquid container onto ground

 


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  • Amazing! 2
  • Thanks 2
Posted
5 hours ago, Tyron said:

Fixed: Zip archived mods were able to write files to arbitrary locations during decompression

This has me wondering if there were any published mods abusing this before it was fixed.

Posted
3 hours ago, Demoncyborg said:

i jumped for joy seeing this one

I literally have a pregnant generation 9 sow and just finished culling my generation 9 ewes after trying to get them to generation 10 due to the aggression...

Were the issues with crashing when loading story locations fixed?

  • Like 1
Posted
12 hours ago, Tyron said:

Tweak: Rusted heavy gates now require tier 2 (copper) or better pick to break

Awww I was enjoying all that free dungeon loot on fresh starts!  😆

Ah well, all the more reason to get copper up and going sooner~

Posted

Entering winter, I've noticed that berry bushes display very differently when partially covered by snow. It doesn't look intentional, they seem to revert visually to a not-yet-matured growth phase, no longer showing things like the traits. It's particularly noticeable with cranberries which suddenly stick up out of the snow. They seem to go back to normal when the snow melts.

  • Like 1
Posted
4 hours ago, Hmuda said:

Always happy to see a new update.

By the way, any news about the vine-to-rope glitch? I'm always so paranoid when I need to make rope.

 

What glitch are you referring to?  I've had no issues making rope out of vines.

Posted
21 hours ago, LoganNS said:

The update broke something and when trying to fire 4x Raw red clay cooking pot game is asking about berries instead of grass for the pit kiln...

2026-05-31_19-43-10.png

Pretty sure you addressed this, but I see that you've got only 1 grass in the hotbar your using.   I'm sure it will work if you shift over to the stack of 64.

Posted (edited)
6 hours ago, Vexxvididu said:

What glitch are you referring to?  I've had no issues making rope out of vines.

Sometimes crafting rope from vine will create "fake" rope, and won't actually consume any vine, and the resulting rope will not be usable anywhere, and will disappear after a reload.

I have absolutely no idea what causes it, it works fine for hours, and then suddenly it does not. It also messes up the crafting grid, and leaves "phantom vine" in the grid, so other recipes will think there's a random piece of vine in there somewhere, even thought it's invisible.

I've seen people on reddit complain about not being able to use the crafting grid twice already, I ask if they made rope recently, and they did.

Basically this:

https://www.reddit.com/r/VintageStory/comments/1tgqaqk/comment/omi3o6u/?context=3

https://www.reddit.com/r/VintageStory/comments/1sue7az/comment/oi0kpub/?context=3

EDIT: while I do use mods, some people commented that they are playing full vanilla, and still had the bug.

Edited by Hmuda
  • Like 1
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Posted
18 hours ago, Hmuda said:

Sometimes crafting rope from vine will create "fake" rope, and won't actually consume any vine

Yes, found out too, had to skip making ropes from vines for now. Also, on "almost vanilla" setting, with only few mods (some worldgen, chiselTools, zoomButton) active.

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