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Dear Extraordinary Survivalists v1.22.6, a stable release, can now be downloaded through the account manager. This update addresses a few more in-game exploits that we recommend server owners to install to prevent griefing. Plus a regression fix that was caused by 1.22.5 change related to the devastation area. Screenshot by Moose, shared in #screenshots on discord Game updates Feature: Added Autobanning on block break burst abuse, only active when server antiabuse mode is not off. (Thresholds are adjustable via serverconfigs BufferSize, TriggerOnBlockBreakCount, TriggerOnDurationMs and BlockBurstAbuseBanDays) Tweak: Added the ability to restore blocks from the server-build.log file that where deleted by list of specific players (via commandline arg restoreLogsFolder) Tweak: Update community translations. Added bulgarian, fixed lithuanian not working Tweak: Since the 30 auction limit is now enforced, increased the limit to 100 and added worldconfig "maxAuctionsPerPlayer" to change it. Fixed: 2 more griefing/dupe fixes Fixed: Auction house per player cap of 30 100 not working properly. After 30 100 auction you wont be able to make new ones Fixed: Spawner accepting data change from players not in creative mode. Fixed: Network packet exploit allowing players to place any block Fixed: Suboptimal claims checking on placed beams and other minor issues Fixed: Players not being able to interact with things in the devastation past dimension View full record
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Dear Extraordinary Survivalists v1.22.6, a stable release, can now be downloaded through the account manager. This update addresses a few more in-game exploits that we recommend server owners to install to prevent griefing. Plus a regression fix that was caused by 1.22.5 change related to the devastation area. Screenshot by Moose, shared in #screenshots on discord Game updates Feature: Added Autobanning on block break burst abuse, only active when server antiabuse mode is not off. (Thresholds are adjustable via serverconfigs BufferSize, TriggerOnBlockBreakCount, TriggerOnDurationMs and BlockBurstAbuseBanDays) Tweak: Added the ability to restore blocks from the server-build.log file that where deleted by list of specific players (via commandline arg restoreLogsFolder) Tweak: Update community translations. Added bulgarian, fixed lithuanian not working Tweak: Since the 30 auction limit is now enforced, increased the limit to 100 and added worldconfig "maxAuctionsPerPlayer" to change it. Fixed: 2 more griefing/dupe fixes Fixed: Auction house per player cap of 30 100 not working properly. After 30 100 auction you wont be able to make new ones Fixed: Spawner accepting data change from players not in creative mode. Fixed: Network packet exploit allowing players to place any block Fixed: Suboptimal claims checking on placed beams and other minor issues Fixed: Players not being able to interact with things in the devastation past dimension
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Eagleforce8818 started following Tyron
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aneenasevla started following Tyron
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Dear Extraordinary Survivalists v1.22.4/5, a stable release, can now be downloaded through the account manager. This update addresses a number of in-game exploits that we recommend server owners to install to prevent griefing. The exploits are limited to the in-game experience only. [Edit:] Also released v1.22.5 to fix players no longer being able to trade with traders in v.1.22.4 Screenshot by Galejro, shared in #screenshots on Discord Game updates Tweak: Pieces of fish meat now have 'fillet' at the end of their localization, to better differentiate them from forms of whole fish Tweak: Small UI adjustments to the server dashboard Fixed: A number of entity/object interactions did not check for player permission that could allow certain types of targeted griefing on multiplayer servers Fixed: Four kinds of entity/object interactions did not check for land claim permissions Fixed: Cabinets loaded as part of worldgen or worldedit may have had random items and the wrong cabinet type Fixed: Rare exception spam if a creature ate an item on the ground Fixed: Client crash with the message "System.ArgumentException: Given pos contained NaN:" Hopefully this covers all/most cases that could have caused it Fixed: Should fix a rare server crash with falling snow layers Fixed: Forget-me-not and Edelweiss had accidentally have their models reverted to single-flower models. They are now back to 3-flower models Fixed: New mushrooms were missing the correct meal textures in meals Fixed: Polished rock slabs had texture 'seam lines' Fixed: Plain glasses and the Warrior belt could sometimes have a texture conflict that made the lenses of the glasses use the leather texture from the belt Fixed: Large lanterns could no longer be attached to the sailboat mast Fixed: Peasant slippers and brown cuffs had the same grid recipe Fixed: Wrench could not be placed on a forge Fixed: Sleeping in the Devastation teleported the player tens of thousands of blocks up Fixed: Crafting oddities and ghost items, when using hotbar number keys to craft Fixed: Axle wall-covering control is now correctly Ctrl+Right click (relevant to players who de-link Ctrl and Sprint) API Fixed: Missing forge defaults could create broken fuels and particles View full record
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Dear Extraordinary Survivalists v1.22.4/5, a stable release, can now be downloaded through the account manager. This update addresses a number of in-game exploits that we recommend server owners to install to prevent griefing. The exploits are limited to the in-game experience only. [Edit:] Also released v1.22.5 to fix players no longer being able to trade with traders in v.1.22.4 Screenshot by Galejro, shared in #screenshots on Discord Game updates Tweak: Pieces of fish meat now have 'fillet' at the end of their localization, to better differentiate them from forms of whole fish Tweak: Small UI adjustments to the server dashboard Fixed: A number of entity/object interactions did not check for player permission that could allow certain types of targeted griefing on multiplayer servers Fixed: Four kinds of entity/object interactions did not check for land claim permissions Fixed: Cabinets loaded as part of worldgen or worldedit may have had random items and the wrong cabinet type Fixed: Rare exception spam if a creature ate an item on the ground Fixed: Client crash with the message "System.ArgumentException: Given pos contained NaN:" Hopefully this covers all/most cases that could have caused it Fixed: Should fix a rare server crash with falling snow layers Fixed: Forget-me-not and Edelweiss had accidentally have their models reverted to single-flower models. They are now back to 3-flower models Fixed: New mushrooms were missing the correct meal textures in meals Fixed: Polished rock slabs had texture 'seam lines' Fixed: Plain glasses and the Warrior belt could sometimes have a texture conflict that made the lenses of the glasses use the leather texture from the belt Fixed: Large lanterns could no longer be attached to the sailboat mast Fixed: Peasant slippers and brown cuffs had the same grid recipe Fixed: Wrench could not be placed on a forge Fixed: Sleeping in the Devastation teleported the player tens of thousands of blocks up Fixed: Crafting oddities and ghost items, when using hotbar number keys to craft Fixed: Axle wall-covering control is now correctly Ctrl+Right click (relevant to players who de-link Ctrl and Sprint) API Fixed: Missing forge defaults could create broken fuels and particles
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Nature_Valley_Bar started following Tyron
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that was planned and is now a thing as of today an alternative suggestion we heard was to just give users to block individual mod authors, which might be the better option. We'll experiment with the current idea, see how well it works and adapt. Its possible this idea won't work well. We'll try another one then. Feel free to give feedback in #moddb on discord
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This is not about monetization. Mostly about trying to get a more direct line with creators, listening to their needs as creators specifically, and showcasing some of their work. I fear this will be a nightmare to manually moderate now and an even bigger nightmare in the future once AI models are even more advanced - because where do you draw the line from where it counts as GenAI? People seem to love Eco Machina, yet it is 100% vibe coded. Only difference - it doesn't have an AI generated thumbnail. If we moderate this by hand, then suddenly Anego Studios becomes the decision maker as to what counts as AI generated and what doesn't. And defining that in a way that's satisfactory to everyone is impossible. Plus every moderator would need to be on the same page on this, or there will be complaints about over- or under-moderation of mods. Not even speaking of the amount effort needed for moderators to investigate 15+ mods daily in order to evaluate if a mod counts as genai or not. They would need decompile every mod by hand then.
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Dear Extraordinary Survivalists As with every year, spring time means gardening for Saraty and me. It was a cold spring here in Latvia, which compressed most of the gardening efforts into the month of May. Conveniently it coincided with us needing a break after the strenuous efforts of the 1.22 release. But now, the time has come to refocus on Vintage Story. As much as I'd love to just jump neck deep into the game engine to code 1.23 content, there are currently other tasks in greater need of my attention. The first task: Showing you all what we're up to! (even though the team wasn't exactly helpful with that ) 1. Story Trailer It's about time - 4 years have passed since our previous game trailer - we've begun production on a new trailer in earnest. In fact, several team members will travel to our offices in Latvia in the hopes of getting the gears turning on this! Our previous trailers were all about showing off as much gameplay as possible while using 100% ingame footage. This time we'd like to try something different and tell you about the games story in a more cinematic format, in fact it might not use ingame footage at all, we haven't fully decided yet. We will still showcase what you will actually do in the game though. The fantastic NeddyTheNoodle joined us to build out the scenes for us. The story board is nearing completion, elvas will begin building the relevant scenes soon and Neddy is currently tuning the visual style. Storyboarding is fun! 2. Logo rework As mentioned in the art rebrand post we've begun a broader effort of finding a more consistent visual language for Vintage Story. Your feedback was very valuable to us and so we went back to the drawing board based on the lovely fan impression of the logo by Phobiak. Once we got that nailed down, we'd begin applying this new visual style to all our platforms, hopefully. Thank you for everyone's ideas and suggestions! The agony of choice 3. Pilot Project: Creator Program We'll also be launching a new pilot project - a creator program for our fellow community members that diligently create content for Vintage Story. A new team member was added for this task. We will announce more on this soon! 4. VS Mod DB - Additional filtering The recent controversy on AI generated content has not gone unnoticed by the team and we've been thinking of a solution on how to address it. Our current plan is a form of "individualized self moderation" - allow players to report content as "AI / Low effort content" and conversely can set themselves a threshold after how many reports they want these mods to not show up in their mod list. This should create a level playing field where every visitor has a choice on whether they want to see low effort content or not. 5. New site: VS Server DB In parallel Rennorb is also working on a proper web version of the public servers list where server authors can take ownership of their servers and edit their server info in a user friendly manner. Search functions and categorization should help with server discovery, to give players a more straightforward way to find the right servers. This is likely to be released this year. 6. The 1.23 update This it the big one. Believe it or not lads, the team has decided that Combat should be a focus for the next big update. Here's what we want to look into: Tighter, more visceral hit detection; More varied attack animations; Possibly rework of armor- and weapon tiers; A few more types of weapons; and more! The combat changes will be in good hands - we have Maltiez, author of the mod Combat Overhaul, on our team to advise us, we abducted the infamous SaltyWater to help us with animations and conveniently we just received new combat hit detection tech from the Glint team as they are also currently working on combat \o/ (For clarity, we will not integrate Combat Overhaul into the vanilla game. CO will still have a reason to exist after this update) Balduranne has descended deep into a major armor rework as teased in #devlog. There will still be 3 armor slots, but each piece can be built up in layers. Dana, Pizza2004, Sekelsta and Maltiez have been active in doing code cleanup, bugfixing and improving mod support. Tagwin has completed the inventory sound project - which adds over 200 new sounds to the players inventory. Redram has embarked on a pixel density consistency journey, ensuring items are about the same sizes no matter when held, dropped or placed and now has moved onto more rideable creatures. Arkaik has been diligently pixeling more berry bush variants and new types of foliage. radfast plans to continue his river research. Luke is writing lore, Hayden is tasked with doing music for our trailer and viv has begun animating cats. Though disclaimer, we don't know yet which of this stuff will be in the next major update. As for Elvas, has anybody seen him? I think he's asleep on the keyboard Kumquat berry bushes! Pretty Willow tree leaves More is planned for 1.23 but we will not reveal that just yet. In parallel, the story team will begin preparing for 1.24 that will bring Lore chapter 3 to Vintage Story. We have no ETA yet for either 1.23 or 1.24. Project "Glint" The glint team is hopping in great strides towards a playable experience. Apart from the aforementioned combat hitbox tech, and various other secret new systems they also built their own entity AI system that's easier to work with and continue maturing their much more immersive graphical user interfaces. There is a decent chance that we can share the first few visuals of the world of project glint this year. Either this year or next year we will be building a wholly separate community for Project Glint. Project "Nex" Our little action RPG project is also progressing continuously. Clovergruff recently finished building the foundation of the game and is now primarily focused on building game content. Here as well we should be able to show something off this year. Summary We spent the time since the 1.22 release to step back, to reflect and to plan ahead. Anego Studios has always been a multi-project undertaking and today is no different. A multitude of Ideas have turned into concrete plans, and those plans are now set in motion. We will continue our relentless pursuit in building the best survival voxel game that we can. Thanks for playing VS and stay tuned! View full record
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Dear Extraordinary Survivalists As with every year, spring time means gardening for Saraty and me. It was a cold spring here in Latvia, which compressed most of the gardening efforts into the month of May. Conveniently it coincided with us needing a break after the strenuous efforts of the 1.22 release. But now, the time has come to refocus on Vintage Story. As much as I'd love to just jump neck deep into the game engine to code 1.23 content, there are currently other tasks in greater need of my attention. The first task: Showing you all what we're up to! (even though the team wasn't exactly helpful with that ) 1. Story Trailer It's about time - 4 years have passed since our previous game trailer - we've begun production on a new trailer in earnest. In fact, several team members will travel to our offices in Latvia in the hopes of getting the gears turning on this! Our previous trailers were all about showing off as much gameplay as possible while using 100% ingame footage. This time we'd like to try something different and tell you about the games story in a more cinematic format, in fact it might not use ingame footage at all, we haven't fully decided yet. We will still showcase what you will actually do in the game though. The fantastic NeddyTheNoodle joined us to build out the scenes for us. The story board is nearing completion, elvas will begin building the relevant scenes soon and Neddy is currently tuning the visual style. Storyboarding is fun! 2. Logo rework As mentioned in the art rebrand post we've begun a broader effort of finding a more consistent visual language for Vintage Story. Your feedback was very valuable to us and so we went back to the drawing board based on the lovely fan impression of the logo by Phobiak. Once we got that nailed down, we'd begin applying this new visual style to all our platforms, hopefully. Thank you for everyone's ideas and suggestions! The agony of choice 3. Pilot Project: Creator Program We'll also be launching a new pilot project - a creator program for our fellow community members that diligently create content for Vintage Story. A new team member was added for this task. We will announce more on this soon! 4. VS Mod DB - Additional filtering The recent controversy on AI generated content has not gone unnoticed by the team and we've been thinking of a solution on how to address it. Our current plan is a form of "individualized self moderation" - allow players to report content as "AI / Low effort content" and conversely can set themselves a threshold after how many reports they want these mods to not show up in their mod list. This should create a level playing field where every visitor has a choice on whether they want to see low effort content or not. 5. New site: VS Server DB In parallel Rennorb is also working on a proper web version of the public servers list where server authors can take ownership of their servers and edit their server info in a user friendly manner. Search functions and categorization should help with server discovery, to give players a more straightforward way to find the right servers. This is likely to be released this year. 6. The 1.23 update This it the big one. Believe it or not lads, the team has decided that Combat should be a focus for the next big update. Here's what we want to look into: Tighter, more visceral hit detection; More varied attack animations; Possibly rework of armor- and weapon tiers; A few more types of weapons; and more! The combat changes will be in good hands - we have Maltiez, author of the mod Combat Overhaul, on our team to advise us, we abducted the infamous SaltyWater to help us with animations and conveniently we just received new combat hit detection tech from the Glint team as they are also currently working on combat \o/ (For clarity, we will not integrate Combat Overhaul into the vanilla game. CO will still have a reason to exist after this update) Balduranne has descended deep into a major armor rework as teased in #devlog. There will still be 3 armor slots, but each piece can be built up in layers. Dana, Pizza2004, Sekelsta and Maltiez have been active in doing code cleanup, bugfixing and improving mod support. Tagwin has completed the inventory sound project - which adds over 200 new sounds to the players inventory. Redram has embarked on a pixel density consistency journey, ensuring items are about the same sizes no matter when held, dropped or placed and now has moved onto more rideable creatures. Arkaik has been diligently pixeling more berry bush variants and new types of foliage. radfast plans to continue his river research. Luke is writing lore, Hayden is tasked with doing music for our trailer and viv has begun animating cats. Though disclaimer, we don't know yet which of this stuff will be in the next major update. As for Elvas, has anybody seen him? I think he's asleep on the keyboard Kumquat berry bushes! Pretty Willow tree leaves More is planned for 1.23 but we will not reveal that just yet. In parallel, the story team will begin preparing for 1.24 that will bring Lore chapter 3 to Vintage Story. We have no ETA yet for either 1.23 or 1.24. Project "Glint" The glint team is hopping in great strides towards a playable experience. Apart from the aforementioned combat hitbox tech, and various other secret new systems they also built their own entity AI system that's easier to work with and continue maturing their much more immersive graphical user interfaces. There is a decent chance that we can share the first few visuals of the world of project glint this year. Either this year or next year we will be building a wholly separate community for Project Glint. Project "Nex" Our little action RPG project is also progressing continuously. Clovergruff recently finished building the foundation of the game and is now primarily focused on building game content. Here as well we should be able to show something off this year. Summary We spent the time since the 1.22 release to step back, to reflect and to plan ahead. Anego Studios has always been a multi-project undertaking and today is no different. A multitude of Ideas have turned into concrete plans, and those plans are now set in motion. We will continue our relentless pursuit in building the best survival voxel game that we can. Thanks for playing VS and stay tuned!
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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! 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 View full record
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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! 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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Dear Extraordinary Survivalists v1.22.2, a stable release, can now be downloaded through the account manager. Fixes a few issues introduced in 1.22.0. Screenshot by T͗ͬ̈́h̎ͫ̚eͥ̆̈́_ͩ̓̍O͋wl̃͑̇ as a shared on #screenshots on Discord Game updates Tweak: Added more detailed info about berry bush fertilization levels to the berry bush handbook entry Tweak: Mortar recipe output reduced by 50% Fixed: Rare exception thrown in BlockSnowLayer and falling snow not stacking correctly as a result Fixed: 4d grinding wheels Fixed: Overlays on clutter don't work properly anymore (#9278) Fixed: Rare crash loop on large servers Fixed: "Weathered" and "light brown" daub localizations were reversed Fixed: Whole cooked fish could be placed on wall mounts Fixed: Certain clutter blocks would drop question-mark blocks when broken. Instead they will drop nothing, for now Fixed: Cooking recipe for fat was logging errors, due to fatsolid being a skipvarianted (for now) item. View full record
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Dear Extraordinary Survivalists v1.22.2, a stable release, can now be downloaded through the account manager. Fixes a few issues introduced in 1.22.0. Screenshot by T͗ͬ̈́h̎ͫ̚eͥ̆̈́_ͩ̓̍O͋wl̃͑̇ as a shared on #screenshots on Discord Game updates Tweak: Added more detailed info about berry bush fertilization levels to the berry bush handbook entry Tweak: Mortar recipe output reduced by 50% Fixed: Rare exception thrown in BlockSnowLayer and falling snow not stacking correctly as a result Fixed: 4d grinding wheels Fixed: Overlays on clutter don't work properly anymore (#9278) Fixed: Rare crash loop on large servers Fixed: "Weathered" and "light brown" daub localizations were reversed Fixed: Whole cooked fish could be placed on wall mounts Fixed: Certain clutter blocks would drop question-mark blocks when broken. Instead they will drop nothing, for now Fixed: Cooking recipe for fat was logging errors, due to fatsolid being a skipvarianted (for now) item.
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Dear Extraordinary Survivalists v1.22.1, a stable release, can now be downloaded through the account manager. The 4D querns were a bit too powerful so we had to remove them Screenshot by mouse, shared on Discord in #screenshots Game updates Tweak: Improved bellows sounds Tweak: QOL: Tamed elks now stop and wait when you interact with an attached saddlebag Tweak: Nerf wooden tongs. -30% durability Tweak/Fixed: Quenching for durability now also increases durability of an already used tool (chisel and shears) - it didn't before Tweak: Reduce satiety drain from injury by 50% and from sprinting by 40% Tweak: You can now also use flax twine to make fishing poles Tweak: Show a prompt before executing commands from clicked links Tweak: The game installer will now download the latest available .Net Version Tweak: The automatic updater launched from inside the game now updates the current running game instead of where VS was installed last Tweak: Ensure when starting a singeplayer game that the singleplayer server has the same mod paths as the client to prevent mod loading issues Tweak: Show clothing category on all wearables in item info Fixed: 4D quern rendering Fixed: Wrong label used for distilling in handbook Fixed: Rush matting going invisible when certain blocks were placed above (e.g. large lanterns) Fixed: Mouse slot content got lost if the server shut down Fixed: Handbook config json for fishing guide was missing, resulting in it not showing up. Fixed: Devastation clutter required tool tier 99 to break, which was no longer necessary, and now some of it is used in dungeons, so it needs to be breakable. Fixed: Holding sprint while standing in place would still apply a hunger penalty Fixed: Elk's bought from some of the new trader structures would not spawn Fixed: Not able to sell clothing in the auction house and having the item disappear on the client side (was still there server side) Fixed: Invisible opened cabinet doors when loading a game world API Fixed: api.WorldManager.PeekChunkColumn() was not save to use outside already generated map regions and did not properly check world boundaries View full record
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Dear Extraordinary Survivalists v1.22.1, a stable release, can now be downloaded through the account manager. The 4D querns were a bit too powerful so we had to remove them Screenshot by mouse, shared on Discord in #screenshots Game updates Tweak: Improved bellows sounds Tweak: QOL: Tamed elks now stop and wait when you interact with an attached saddlebag Tweak: Nerf wooden tongs. -30% durability Tweak/Fixed: Quenching for durability now also increases durability of an already used tool (chisel and shears) - it didn't before Tweak: Reduce satiety drain from injury by 50% and from sprinting by 40% Tweak: You can now also use flax twine to make fishing poles Tweak: Show a prompt before executing commands from clicked links Tweak: The game installer will now download the latest available .Net Version Tweak: The automatic updater launched from inside the game now updates the current running game instead of where VS was installed last Tweak: Ensure when starting a singeplayer game that the singleplayer server has the same mod paths as the client to prevent mod loading issues Tweak: Show clothing category on all wearables in item info Fixed: 4D quern rendering Fixed: Wrong label used for distilling in handbook Fixed: Rush matting going invisible when certain blocks were placed above (e.g. large lanterns) Fixed: Mouse slot content got lost if the server shut down Fixed: Handbook config json for fishing guide was missing, resulting in it not showing up. Fixed: Devastation clutter required tool tier 99 to break, which was no longer necessary, and now some of it is used in dungeons, so it needs to be breakable. Fixed: Holding sprint while standing in place would still apply a hunger penalty Fixed: Elk's bought from some of the new trader structures would not spawn Fixed: Not able to sell clothing in the auction house and having the item disappear on the client side (was still there server side) Fixed: Invisible opened cabinet doors when loading a game world API Fixed: api.WorldManager.PeekChunkColumn() was not save to use outside already generated map regions and did not properly check world boundaries
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