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Posts posted by Tyron
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1 hour ago, Figatoni said:
Typo I think? Tailor has the Mender trait, not Clockmaker?
Oh ops, yea, its meant to write Tailor
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Dear Extraordinary Survivalists
v1.22.0-rc.7, an unstable release, can now be downloaded through the account manager.
The road to stable continues... full release soon™

Greenhouse by enn, shared in #screenshots on Discord
Game updates- Feature: Added raspberry, blackberry, and cloudberry plants. Blackberry and raspberry plants have a walkspeed reduction
- Tweak: Added command "/announcenear [range] [message]" to send an announcement in given block range only
- Tweak: Tailor buff: increased Mender trait durability bonus from 10% to 25%
- Tweak: Better keyboard support for dropdown menus (can now use Up/Down/Home/End keys for selection or hovered index when expanded)
- Tweak: Log additional information when the server is unable to save
- Tweak: Retry autosave every 2000ms instead of every 500ms to still let through some server ticks. Resume the server on failed autosave
- Fixed: Many z-fighting, clipping and texture issues in the new clothing
- Fixed: Crocks sealed in ground storage would not properly update model
- Fixed: Output stack in all recipe types except GridRecipe didn't retain attributes on client-side
- Fixed: Crash when breaking rubble using the prospecting pick
- Fixed: Artisan trader was selling complete tile blocks, now sells the individual tile items
- Fixed: When buying an elk in winter, the snow could prevent elks from spawning
- Fixed: Should fix rare trader crashes when buying more than 1 stack (e.g. plaster from Building Materials trader) Github #8878
- Fixed: Crash to desktop if re-clicking certain tabs in Customize World screen. Github #6908
- Fixed: Rare WindPattern SimplexNoiseOctave exceptions
- Fixed: Rare server lock-ups relating to internal chunkdata locks
- Fixed: Rare crash when animating pouring from a container
- Fixed: "/tp Tyron e[id=140]" not working
- Fixed: Single pixel inaccuracies when clipping oversized items in GUI and in the item hover info element
- Fixed: When against a wall in third-party view then opening a chest, player would be able to interact with blocks through a wall
- Fixed: Forge workitem temperature desync between server and client
- Fixed: Hot coals flicker when adding/removing ingots
- Fixed: Hitboxes of piles of items were off by 1 layer on the server side
- Fixed: Raccoon sometimes stuck on endless eat animation
- Fixed: Game crashing when bulk grabbing items from a pile of items with a basket on top
- API Tweak: Clutter blocks can now define custom drops and a custom block material
- API Tweak: Added collectible attribute "inCrateShape" for custom in-crate shapes
- API Tweak: RecipeLoader load methods made public for use in mods, they remain static though.
- API Tweak: Further JSON documentations by Dana
- API Fixed: "inBarrelShape" attribute not working as intended
- API Fixed: Accidentally changed how the milk type was loaded from JSON for milking behavior
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1.22 related changes
- Tweak: Worm grunting nerfs: Spawn rate goes down when the temperature is below 10°C, decreasing all the way to zero spawn rate when below 0°C. Reduced maximum amount a location can yield
- Tweak: New 1.22 extra glow near a held or dropped light source is now no longer visible during daylight
- Tweak: Held and planted berry bush cuttings now also display their traits
- Tweak: Switched body slot for rawhide mantle and rawhide tunic
- Fixed: Bellows was not mentioned in any handbook guides, and had no explanatory text in its handbook entry.
- Fixed: Crash when picking up some items with tongs
- Fixed: Kicked from server when harvesting berry bushes with a knife
- Fixed: Crash when riding elk in multiplayer
- Fixed: Spelling in handbook: propogate -> propagate
- Fixed: Adjusted warmth values for new clothing
- Fixed: Aprons had the wrong color
- Fixed: A couple of missing translation entries
- Fixed: Placing a cabinet caused other nearby players to crash, in -rc.6
- Fixed: Aged and veryaged cabinets were missing textures
- Fixed: Fishing pole eats a stack of bait (Github #8887)
- Fixed: Water not always spreading horizontally along channels with half-slabs forming sides
- Fixed: Rapid flowing water continuously oscillating between two different routes
- Fixed: Rapid flowing water minor issues (eg. a block could be left behind if it doubled-back on itself)
- Fixed: Worm grunting stick not placeable solo
- Fixed: Another case of the snow shovel deleting blocks
- Fixed: Fertilized berry bushes produced upgraded soil that can be harvested
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Dear Extraordinary Survivalists
v1.22.0-rc.6, an unstable release, can now be downloaded through the account manager.The recently relaunched official public server (TOPS) is now running smoothly, thanks to Andrew from BisectHosting. Big shout out to them for jumping to the challenge and helping us out quickly and unbureaucratically.
The road to stable continues....

Screenshot by ZerSchitzler, shared in #screenshots on DiscordGame updates
- Feature: Begin adding more blocks in preparation for more dynamic dungeon pieces - aged banners, contaminated iron clutter, contaminated coal, ruined bloomery pieces
- Feature: Fish can now be cooked whole, which takes less time than cooking fillets individually. Whole cooked fish cannot, however, be used in the cooking pot, nor can they be divided into fillets after cooking.
- Tweak: Performance: Reduced startup times during asset loading, 26s to 7s with some modpacks. Contributed by tehtelev with adjustments by radfast
- Tweak: Performance: Reduce unnecessary arrays created for Block Interaction Help
- Tweak: Performance: Minor server boost in many areas: reduce unneeded array initialization
- Tweak: Crushed items and flour items now use a solid texture, rather than one that is mostly transparent, thus allowing the solid texture to be used in containers. As a result the crushed and flour models have also changed, and have more polys. All crushed items also now use the 'normal' model
- Tweak: The container (barrel and crate) shape UVs have been adjusted to be centered within the texture, rather than in a corner
- Tweak: Many more items and blocks will now show textures in a crates and barrels (mostly crates)
- Fixed: Should fix getting kicked from a server breaking some repairable clutter blocks
- Fixed: Z-fighting on large ruined crate
- Fixed: The warmth values of rawhide mantle and tunic were reversed. Also the rawhide mantle was not worn in the right layer (now worn in upperbodyover).
- Fixed: Armor stands were missing localizations for their wear locations (as seen in the HUD)
- Fixed: Aged thatch roof tips had unnaturally dark faces
- Fixed: On Vintagehosting Dashboard > World Settings when changing the playstyle the default playstyle values where not update
- Fixed: When creating a Singleplayer world and after click apply on world settings and then changing the playstyle would not apply the default playstyle values
- Fixed: Milking an animal would not always give you fresh milk
- Fixed: Berry bush cutting had collision boxes
- Fixed: Crash when opening the World Settings screen on the Vintagehosting Dashboard
- Fixed: On Vintagehosting Dashboard > World Settings when changing the playstyle the default playstyle values where not update
- Fixed: When creating a Singleplayer world and after click apply on world settings and then changing the playstyle would not apply the default playstyle values
- Fixed: When spilling liquids on the ground on larger servers (low server tick rate) it may have spawned water source blocks in your inventory
- Fixed: Quenching buffs on some tools applied multiple times during crafting
- API Tweak: Ground processing can now specify a sound to play upon completion, whether or not to transfer the freshness, and surfaces that are valid for the interaction
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1.22 related changes
- Tweak: Item clutter is now cabinet-place-able, if appropriate size
- Tweak: Berry bushes can also be planted on low fertility soil
- Tweak: Show the number of days left on berry bushes for certain stages
- Tweak: Berry bushes now require sunlight to grow and will take a penalty from being grown underground
- Tweak: Young berry bushes can no longer mature when it's too cold for their mature variant to grow fruit
- Fixed: In 1.22-rc.5, recipes with tools were not consuming the tool durability at all
- Fixed: When you crash during snow shoveling, you would be stuck with a -40% walkspeed reduction and when you reconnect and try to use the snow shovel again you would be kicked
- Fixed: Crash when opening the World Settings screen on the Vintagehosting Dashboard
- Fixed: Mannequins did not accept arm wearables
- Fixed: Rawhide tunic returned pelts rather than raw hides when using large and huge hides
- Fixed: New clothing sets 'centurion' and 'popinjay' had texture conflicts between footwear and waist wearables
- Fixed: Berry bush cuttings would always take exactly 2 months to grow instead of using the full range of 2 to 4 months
- Fixed: Occasionally planting and growing berry bush cuttings would result in your berry bush displaying `trait-` on the traits line unintentionally
- Fixed: Avoid crash in EntityItemRenderer
- Fixed: Multiplayer server may lockup during temporal storms [thanks to th3dilli]
- Fixed: In grid crafting, tool-based recipes (eg. Improvised wooden armor) could show less than full durability for the output item, on the client side
- Fixed: Theater randomizer properly localized
- Fixed: Ruined clay lamps had bad collision boxes
- Fixed: Raw fish transfer their freshness when filleted
- Fixed: Missing language strings for berry bush cuttings covered in snow
- Tweak: Added neck hole to pillory
- API Fixed: Ground processing will now only process one item at a time instead of an entire stack
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Dear Extraordinary Survivalists
v1.22.0-rc.5, an unstable release, can now be downloaded through the account manager.We're working nearly non-stop since the TOPS re-launch in order to get the game running smoothly. The work continues with this release...

Screenshot by TylerSantaFe, shared on discord #screenshotsGame updates
- Tweak: Performance: Minor improvements to server TPS on large multiplayer servers (TOPS)
- Tweak: Performance: Game freezing when many blocks started falling
- Tweak: For Server owners: A quick little solution to tell apart your server staff - "/player [playername] privilege grant staffentitlement" will give you a cyan colored [Staff] prefix
- Tweak: Simple AFK kick timer for game servers (enable via /sc afkkickseconds and /sc afkwarnseconds)
- Tweak: Added /sc timeoutkickseconds
- Tweak: Bear seeking ranges reduced. Bear attack ranges are now shorter and different for different sizes of bear
- Tweak: Reduced meat and bone drops for some fish (many of the smaller fish that previously yielded a bone will now yield none)
- Tweak: Dough stink bait is now a separate bait type from other meat-based stink baits. Output of stink bait cooking recipe reduced, and red meat and poultry will produce more stink bait than dough or other meats.
- Tweak: Theater arm clothing fully implemented.
- Tweak: Shelf displayable attributes added/improved for ceramic bowls, pots, crocks, ingot molds, oil lamps, nails and strips, poultices, and bandages, including stacking where appropriate. Also added shelf displayable attributes for crucibles, flower pots, and jugs, even though they do not fit on the current cabinet shelving
- Tweak: The server /stats commands now no longer includes connecting players in the current player count
- Fixed: Should fix rare Support beam errors causing player disconnection; and fixes Support Beams sometimes placing incorrectly/invisibly or with ? textures [existing beams with ? textures can be removed using the Crowbar tool]
- Fixed: Logged errors when a Worm Grunter stick reaches zero durability
- Fixed: Error log spam from hidden clothing parts when wearing armor
- Fixed: Crash when trading and buy and sell amount are equal: would cause no money to be transferred
- Fixed: Game crash caused by gnats
- Fixed: Game crash caused by ground storage
- Fixed: Prevent server crash on exception in BehaviorBodyTemperature and log additional information
- Fixed: Stones thrown straight up getting stuck mid-air
- Fixed: Bowl water splash particles not colored correctly
- Fixed: Ambient slider in settings not working when settings are not expanded
- Fixed: Seraph 'grin' face and 'kind' face swapped
- Fixed: Berry bushes will properly randomize their appearance
- Fixed: Dropped items forever rotating even when colliding with the ground
- Fixed: Some small fish would appear to leave behind bones when ground processed, but when picked up no bone would appear in inventory
- Fixed: Iron blooms did not always have enough metal voxels to make a full ingot
- Fixed: Prevent exploit where 2 small water wheels can be placed overlapping in the same stream
- Fixed: Animals still able to multiply with dead males nearby
- Fixed: Psychedelic mushrooms would not properly get you high when used in a meal
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Fixed: Various berry bush fixes
- Berry bushes would not properly save and load the amount of time it took to transition to the next stage of growth
- Wild berry bushes would incorrectly pretend to be young when spawned
- Grown berry bushes would not have a young stage
- Young berry bushes would not use the proper graphics
- Thin skinned and thick skinned berry bush traits were accidentally swapped
- Berry bushes would not properly pause their growth when below or above the pausing growth temperatures
- Fixed: Farmland would not recover while growing, instead recovering when the crop was ripe
- Fixed: Rollers place inconsistently based on player's orientation
- Fixed: The clayforming gui still said bowls could be made into lamps, and had no descriptions for tiles or lamp bodies.
- Fixed: Raw and fired-but-empty lamp bodies showed the wick.
- Fixed: Non-ruined metal gates were not dropping themselves when broken.
- Fixed: Sturdy backpack buckles would sometimes have texture conflicts with necklaces.
- Fixed: Rotten, very rotten, and very aged support beams had grid recipes, despite dropping nothing when broken (they are not meant to be obtainable).
- Fixed: Game showed a confusing error when certain files were missing. Now explains that it needs a re-install
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Fixed: Various multiplayer server fixes
- Fixed: Able to queue up in the player join queue multiple times
- Fixed: Overloaded server sometimes adding duplicates of same player to the connection queue
- Fixed: Made file logging threadsafe. Might fix garbage data written to logs on large servers
- Fixed: Crash when starting a standalone server after removing certain roles from serverconfig.json
- Fixed: A large connection queue affected how many players can join
- Fixed: The connection queue only processing when a player leaves
- Fixed: The ModIdWhitelist did not work properly for some mods
- Fixed: Wonky /list clients output. Now prints *all* clients sorted by connection state
- API Fixed: Psychedelic properties of food were not synched from server to client
- API Fixed: FoodNutritionProperties.SaturationLossDelay was unused
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On 3/17/2026 at 8:22 PM, john_p said:
Raising chickens, only two hens and a rooster. Raise up eight more hens, killed the rooster and left the body.
Some time later, I have like 30 chickens a few dead roosters. Apparently, dead roosters can fertilize eggs. LMAO
ooof lol. will fix!
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On 3/20/2026 at 11:13 AM, Martin Horváth said:
Not sure if this been reported, but if you craft with a non-consumable like a knife or axe sometimes the UI will bug out ghost consuming your axe or knife. I also noticed when you craft wooden armor with a used knife the armor "inherits" the usage value. So it didn't start at 100% it started with like 85%. This was all purely visual though, and pretty much reset itself when exiting the crafting interface.
thanks, we'll take a look
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Dear Extraordinary Survivalists
v1.22.0-rc.4, an unstable release, can now be downloaded through the account manager.The road to stable continues. #2

Build by Galejro, shared on discord in #screenshots
Game updates- Tweak: Cockerels crow even more often than roosters. They're so excited to show off their new voice!
- Fixed: Missing texture for pressed olive mash in small trough
- Fixed: When pouring liquid into different containers the transition time would not properly average
- Fixed: Always return pulverizer input item if caps are too weak to crush it
- Fixed: Reindeer herder collared shirt had incorrect warmth
- Fixed: Hens running threateningly towards player when injured
- Fixed: Rare chance for a rooster to lay an egg
- API Tweak: Farming growth rate temperature penalties are now defined in JSON config
- API Fixed: The storystructures.json skipGenerationCategories were not properly enforced for type structure,cave,pond,creatures. Further the radius check for skipGenerationCategories was not correct, now radius 0 means only inside the structure's cuboid size and if it is greater than 0 it will enforce that radius regardless of the cuboid. This was broken since 1.22-pre.1
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1.22 related changes
- Tweak: Bait exclusive biting. Worms will now only catch small-to-medium size fish. Larger fish will generally require stink baits, meat, or fish
- Tweak: Raw meats and small fish are now valid bait types
- Tweak: Thrown bricks no longer get destroyed on impact
- Tweak: Water wheels now only accept stronger wood types
- Fixed: Water wheels would allow attempts to use non-wood support beams, causing crashes
- Fixed: Male and female traders now have a full list of names to draw from
- Fixed: Rifts not working client side since 1.22.0-pre.1
- Fixed: Crowbar leaving behind invisible block when last beam was removed
- Fixed: Sailboat not launching after construction
- Fixed: Strange additional grid recipes on cabinet doors
- Fixed: Cabinet dupe bug
- Fixed: Server-side exception when releasing a dead animal from a reed chest
- Fixed: When breaking the block below a berry bush it would error and not remove the berry bush properly
- Fixed: Harvesting berry bushes wouldn't play harvesting sound
- Fixed: Added missing olive mash trough texture
- Fixed: When the large windmill was obstructed it dropped the wrong kind of sails
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Dear Extraordinary Survivalists
v1.22.0-rc.3, a unstable release, can now be downloaded through the account manager.
Game updates- Tweak: Added checkbox to turn off auto suggestion of saved waypoint names
- Tweak: Fruit show which fruit tree they are harvested from in handbook
- Tweak: Chain, scale, lamellae, ingots, rods, and bosses are now stackable in cabinets
- Tweak: When riding elk at the slowest speed with a snaffle bit, tapping S while still holding W will stop you briefly
- Tweak: Grass-covered blocks also spawn some dirt particles depending on grass coverage level
- Fixed: Grass covered soil blocks sometimes creating half-transparent particles
- Fixed: ModDB Error: Bad Request when connecting to a server with multiple missing mods.
- Fixed: Treasure hunters no longer selling treasure maps in old chunks (1.20 and before)
- Fixed: Chiseled glass not playing rain ambient sound
- Fixed: Mechanical part piles took almost no time to break
- Fixed: Able to use up a temporal gear to set a spawn even when temporal gear spawns are set to 0
- Fixed: Properly reset spawn if RemainingUses is 0 when set
- API Fixed: JSON patches that target a property with an integer as part of the path would fail. Github #4932
- API Fixed: Allow inFirepitProps to be explicitly set to null in JSON
- API Fixed: When calculating mounted rider render position, also take player scale into account
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1.22 related changes
- Tweak: Cabinet doors can now be removed with a wrench + Ctrl key + right click
- Tweak: Berry bush now tells when the next cutting can be taken
- Tweak: Berry bush traits are now colored (red=bad, green=good).
- Tweak: No longer downgrade soil when berry bush cuttings grow
- Tweak: Fur-lined vest moved from upperbody slot (shirts) to upperbodyover slot (coats).
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Tweak: Fishing rebalancing
- Reduced max fish per location from 15 to 12
- Increased minimum "general fish frequency" from 0% to 20%.
- Can now exchange bait on the fishing pole. In the next update some fish will only bite with certain bait
- Fixed current bait not shown in the fishing pole item info while fishing
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Fixed: Several issues with grid-crafting in 1.22.0-rc.1 and -rc.2:
- Fixed grid recipe outputs sometimes invisible (especially when dragging a stack)
- Fixed several oddities and wrong quantities when grid crafting shapeless recipes such as Trunk or opened Crate
- Fixed multiple recipe tags not properly matching in some cases
- Fixed: Crash when placing Helve hammer head on the ground
- Fixed: Cabinet shelf model volumes adjusted to more closely match the actual model
- Fixed: Cabinet shelf volumes were not all the way at the back, and their names all gave the height as 5, despite that many in fact had space for 6 high
- Fixed: Upgrading very old worlds (1.18 / 1.19) could lead to spawning of rivulets, hot springs and some other worldgen features too close to the Resonance Archives
- Fixed: Dungeons would not regenerate using /wgen regen
- Fixed: Entities like armor stands would not be placed properly in dungeons
- Fixed: Other players would sometimes not properly update on map until you got close to them
- Fixed: Player markers would not disappear from the map when players logged out of the game
- Fixed: Player would sometimes not appear on the map even for themselves
- Fixed: Shad and chub fish were not quad-placeable for filleting
- Fixed: Ceramic tiles, cooking pot, and oil lamp textures were swapped, and so not matching their sets well
- Fixed: Ripe berry bushes would not drop the berries if broken rather than harvested
- Fixed: Berry bushes show what kind of fruit they drop when harvested in handbook again
- Fixed: Crash in berry bush code with certain wild berry bushes
- Fixed: New berry bush breaking texture did not work, which caused client side log spam
- API Fixed: On mounts with more than two forward gaits, you could not slow down without completely stopping (bug introduced in 1.22)
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Dear Extraordinary Survivalists
v1.22.0-rc.2, a unstable release, can now be downloaded through the account manager.This update fixes the most egregious bugs with the rc.1 release. While adding an unintended(!) new bug: in grid crafting, when spreading items between grid slots by dragging a stack, some recipe outputs will currently be invisible (but if the player clicks those items into the grid or takes the invisible item from the slot, the correct item has in fact been crafted) - we'll get this fixed for rc.3 ...
Game updates
- Tweak: Fruiting bush cuttings now decay to a stick at only a 25% chance, rather than 100% chance.
- Tweak: Performance - eliminate client-side block lag when placing/breaking blocks at large view distances while distant parts of world still loading
- Fixed: Ongoing trader accessory cleanup, normalized element names across Villager hairstyle models
- Fixed: Several freshwater fish were missing a 'run' animations.
- Fixed: Hunter backpack was not centered on the seraph's back when worn.
- Fixed: The Server Dashboard would not show the seed anymore after a client restart
- Fixed: Dungeons where not properly disabled in Homo Sapiens mode
- Fixed: Unable to step up onto trapdoors in front of trader houses
- Fixed: Treasure hunter trader would give the same dialogue options as other traders
- Fixed: Add proper name for fish pies
- Fixed: Trading window would sometimes have too wide of a title bar
- Fixed: Trader dialog window showed the wrong title
- Fixed: Raccoons will once again harvest berries
- Fixed: Foraging bonus applies to wild berry bushes
- Fixed: Berry bushes will properly update the time needed to grow when changing state
- Fixed: Berry bush "Health state:" and "Growth state" can be properly localized
- Fixed: In handbook, armor items would crash the game in 1.22.0-rc.1
- Fixed: Bad corruption to chunks in worlds first created in game version 1.20 or earlier, when loaded in 1.22.0-rc.1
- Fixed: Crash when attempting to sit on a raft
- Fixed: Crash when players get too far away from each other in multiplayer
- Fixed: Error in log when players leave in multiplayer
- Fixed: Linux install script now properly checks for net 10
- Fixed: Hay block not craftable, in 1.22.0-rc.1 [due to overlap with grass shirt recipe]
- API Feature: Add IBellowsAirReceiver to allow mods to attach the bellows to things other than the forge - thanks to funions123
- API Fixed: Properly load all values of berry bushes the way you'd expect and add more defaults
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Dear Extraordinary Survivalists
v1.22.0-rc.1, a unstable release, can now be downloaded through the account manager.In this update we focused on cramming as much new content into one update as we possibly could. Reminder - the "rc" in the version number stands for "release candidate" which means our team's focus will now shift to bugfixing and game balancing until stable. Expect some level of jankiness still. Rivers and Sawmills did not make it in time for 1.22 unfortunately (they are still in progress) but even without these, this update is possibly the largest we ever made in terms of game content. Enjoy!
Special thanks to community members devpikachu, sneezerstein, jayu, urm, Remilia (@Lazula on github) and tehtelev for contributing code to the 1.22 updateCan I start playing 1.22 now?
We are decently confident that your old worlds will not break. Please wait with upgrading your old worlds to 1.22 until we fixed newly introduced worldgen issues. Even so, we highly recommend making a backup copy of your 1.21 worlds before upgrading the game to 1.22. If you want to be on the safe side, wait until 1.22.0 stable. And if you tried out our earlier pre-releases, continuing a 1.22.0-pre world is not recommended.
v1.22 still unfinished / known issues
The large bellows cannot yet be powered through the mechanical power system. There are z-fighting and clipping issues with the new clothing for the seraph and trader. Some of the trader clothing combinations are too random. The new dynamic dungeons will not drop when broken and some parts are unfinished. Various other minor issues.Screenshots of new additions since pre.1
Added the first iteration of dynamic dungeons to Survival mode

Fully reworked Trader models
Added many new clothing sets for the player
Game updates
- Everything listed in the pre.1 post plus everything below
- Feature: A first, proof-of-concept fully dynamic dungeon now spawns in Survival mode. They appear far apart from each other, roughly every 1500 blocks
- Feature: Fully reworked trader models. Added climate specific clothing for traders
- Feature: Added many new clothing sets to be found, traded or crafted. (WIP)
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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
- Feature: Added 'ruined' torch holders. They will hold torches, but if broken will not drop themselves
- Feature: Can now mount shields on wall mounts
- Feature: Some fish - arapaimas, pike, piranhas, and sheatfish - may attack players if cornered. Red-bellied piranhas are especially aggressive towards injured players
- Feature: Hematite and Limonite nuggets can now be used for cave art and writing, in colors 'red ochre' and 'yellow ochre' respectively
- Tweak: Players are now visible on the map up to 1000 blocks away or if in a shared group, by default
- Tweak: Player map markers will show the supporter color, like player names in chat
- Tweak: Held/dynamic light range now better corresponds to placed light range (experimental!)
- Tweak: Increase dynamic lights detection range from 60 to 120 blocks
- Tweak: Add a bit of extra brightness near a held/dynamic light source
- Tweak: Lightning flash visual tuning. Lights up the world from a greater distance and a bit more realistically
- Tweak: Cleavers now have a non-functional 'head' item like most other tools, and must be combined with a stick to make the complete tool. Also revised the cleaver model to have 1:1 pixel scale (previously was 50% scale)
- Tweak: Quern shows grinding outputs on handbook page
- Tweak: Tuned seraph idle animations
- Tweak: Can now add linings or change the color of glass for small lanterns in ground storage
- Tweak: Added fish bones item, which is functionally equivalent to existing tiny bones (cannot be used for handles or in armor) but looks fish-appropriate.
- Tweak: Added new ground crafting sounds, for scraping soaked hides with knife, trimming small or medium scraped hides into parchment using shears, carving a bone into a flute, removing the head from a bear pelt, and sawing a raw longbow stave into a raw recurve stave using a saw
- Tweak: Copper roofing grid recipe yield doubled, except that tips are now individually made from a single copper plate
- Tweak: In the Handbook, for materials created by grinding, show the quern in "Created by" section
- Tweak: Breaking blocks adjacent to and below water flow, may now cause the water to flow into the newly made gap
- Tweak: The Devastation Tower elevator now prevents falling through when going down
- Tweak: Performance - Faster recipe matching with reduced memory usage. Should fix lag spikes on the server and client when crafting or using the handbook
- Tweak: Performance: Less CPU cost for unpacking chunks, creating packets etc - main benefits on large multiplayer servers
- Tweak: Rusty gears now have a pile model that holds up to 64 gears. The old-style piles of gears will still be found in ruins, but player-placed piles will be more orderly, and larger capacity
- Tweak: Add non-climbable versions of clutter ladders, for use in cases like bunk beds where you don't want them interfering with the player's normal movement
- Tweak: Chain mail items have a revised smaller model, and are now placeable on the ground in the quad layout
- Tweak: Handbook search now shows results more closely matched to what was typed
- Tweak: Rendered fat recipe no longer dirties the pot
- Tweak: Pigs and sheep will no longer stand around idly such that they can easily be fenced in. They will now run away from the player, or attack the player if they get too close
- Tweak: Removed unused 'eidolon gearbox' item from the game
- Tweak: Firestarter can now be burned in a firepit
- Tweak: Allow candles to be removed from an existing bunch of candles without breaking it
- Tweak: Male goats in general will not use the very smallest horn models, better differentiating them from females
- Tweak: Copper shingle blocks now have a grid recipe. The shingle blocks blocktype json was moved from 'metal' folder to 'roofing' folder
- Tweak: Grid recipes which produce roofing half-blocks now produce two halves, rather than one
- Tweak: Can now also chisel block combine in the chisel tool mode, not only in the crafting grid
- Tweak: Blocks with the pillar behavior now display their orientation in the chisel tool mode material selector
- Tweak: Added a (preliminary) handbook entry for berry bushes, explaining their propagation and care
- Tweak: Add a bit of extra brightness near a held/dynamic light source
- Tweak: Added a Creative mode pocket sun. Caution: Very hot!
- Tweak: When using the Creative-mode Entity-mover tool, you can now use mousewheel to change entity distance
- Tweak: Update community translations
- Tweak: Added server config setting UpnpInfiniteLifetime (enable with /sc upnpinfinitelifetime on). Use this for infinite UPnP port mapping lifetime; otherwise the default 10-minute lifetime auto-renews mappings. Behavior may vary depending on the router.
- Fixed: Another possible cause of ghost Players
- Fixed: Beams not placing correctly in free mouse mode or when client->server not in sync.
- Fixed: Some fruit trees would spawn as empty stumps during worldgen
- Fixed: Crash in the music system when flying fast
- Fixed: Wild fruit trees not fruiting in the first year
- Fixed: Honey would give the wrong satiety in a meal
- Fixed: Quenching/Tempering buffs not applying when they should and the item now shows its item state in the item info hud.
- Fixed: Tempering applied a buff instead of only reducing the break chance
- Fixed: Applying many buffs added many lines of text to the item info hud
- Fixed: The player would get full nutrition from drinking spoiling liquid
- Fixed: Properly stop animations when ground processing items
- Fixed: Animation would never end when breaking ore chunks in ground storage
- Fixed: Drifters had a missing face on their neck that would show on their back side, when dead.
- Fixed: Bronze rods had combined word localizations (i.e. Tinbronze, Bismuthbronze) which was not per standard
- Fixed: Grindstone grid recipe conflicted with polished stone recipe
- Fixed: Ruined metal doors had the latch on the wrong side, and their hitbox was thinner than the door.
- Fixed: Collapsed clutter scroll racks were not texture-swappable.
- Fixed: Ruined sabre had blade ground-stored transform, and so looked like it was half buried in the ground.
- Fixed: Bugnet durability wasn't consumed
- Fixed: Brass torchholder description didn't have useful info from aged torchholder description
- Fixed: /debug helddurability command not marking slot dirty
- Fixed: Armor breaks on zero durability
- Fixed: Female tamed elk hitboxes displayed raw lang keys instead of translated text
- Fixed: Empty chests playing incorrect sound when closed
- Fixed: Chiseling or rotating blocks located at a chunk edge, now correctly updates lighting on neighbors across the chunk edge
- Fixed: Harvested brown sedge tossed on the ground was nowhere near its actual hitbox
- Fixed: Some pigs had bad 'center' points in their model, resulting in mis-placed hitboxes
- Fixed: Flax fibers' held transform was WAY too small
- Fixed: Black coal was a pigment for sign writing, but could not do cave drawings
- Fixed: Certain chiseled blocks placed wrong shading onto ground beneath - seen with new trader huts
- Fixed: Tule root didn't say in description that it can be planted again
- Fixed: Luxury trader was selling two shields that were missing the wood attribute.
- Fixed: Placing a crock into ground storage would crash the game on some operating systems
- Fixed: Sheep no longer spawn in thick forests or shrubland
- Fixed: Rope couldn't be placed on ground without already existing ground storage
- Fixed: Some story locations (lazaret) caused additonal protected areas above ground after using /wgen regen at their position
- Fixed: Couldn't pick up empty armor stand
- Fixed: Devastation tower pitch black at night and other worldgenned light sources not emitting light
- Fixed: Bamboo stakes and shovel gui icons when moused over were not centered.
- Fixed: Long bowstave is invisible in ground storage when dry
- Fixed: "Toggle sprint" checkbox hover text was wrong in the game settings
- Fixed: Aged sailboat did not have a creative item to place it (and so did not show up in handbook)
- Fixed: Flax fibers were not centered in the gui
- Fixed: Hot items invisible in ground storage
- Fixed: Metal arrow fletching was solid black
- Fixed: Rare crash when chiseled block name is null
- Fixed: Drygrass item was not centered in it's selection box when laying on the ground
- Fixed: Mouflon and bighorn sheep horns had bad wall mount transforms. Mouflon horns were also missing localizations.
- Fixed: Water updates not consistently triggered if solid blocks (water-logged blocks) were in the same position
- Fixed: Clouds disappearing after sleeping in some cases
- Fixed: Dirty cooking pot had bad incorrect idle pose
- Fixed: Anomalously light texture section on adult male elk's neck fur
- Fixed: Scraping multiple soaked hides causes game crash #8479
- Fixed: Old traders were upgraded to the new traders, but naked and no face
- Fixed: When public server advertising is enabled that could send multiple duplicated requests to the masterserver. Issue since 1.22.0-pre.1
- Fixed: Some Nadiyan clothing was not using the correct textures.
- Fixed: Merchant hat and fur coat had some texture issues.
- Fixed: Various small issues with bear textures and model
- Fixed: Olives' on-ground transform was bad
- API Feature: Targetable AI tasks can specify a minimum and maximum injury amount of the target
- API Feature: Added MouseWheelMove input event
- API Feature: ItemSlotCharacter now uses virtual CheckDressType instead of static IsDressType
- API Tweak: BlockMultiblock now uses .GetInterface() instead of .GetBehavior() to find interfaces
- API Feature: Added texture bleeding system for seamless block transitions
-
Feature: New block properties for controlling texture bleed behavior:
- BleedPriority (auto from material or manual override)
- CanReceiveBleed, BleedOverlayTexture
- BleedTopFaceOnly, BleedGroup, BlocksTextureBleed
- API Refactor: Collectible.OnCreatedByCrafting() and CollectibleBehavior.OnCreatedByCrafting() "gridrecipe" argument is now of type "IRecipeBase" instead of "GridRecipe"
- API Refactor: Worldgen: Moved ChunkColumnGen event registration from StartServerSide to InitWorldGen()
- API Refactor: New tag condition matching system. Complex tag conditions hold either a set of disjunctive entries ([a and b and c] or [d and e]) or as a set of conjunctive entries ([a or b or c] and [d or e]).
- In both cases each of the inner sets can also have a set of forbidden tags that is always disjunctive. The syntax for using these in json follows one simple rule: If no junction verb is specified, the group is treated as conjunctive (a and b and c)
-
examples:
[["all", "of", "these"]]
[["all", "of", "these"], (or) { allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }]
{ allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }
{ anyOf: ["any", "of", "these"], noneOf: ["any", "of", "these"] }
{ anyOf: [["all", "of", "these"], { allOf: ["all", "of", "these"], noneOf: ["any", "of", "these"] }] }
{ allOf: [["anyOf", "of", "these"], (and) { anyOf: ["any", "of", "these"], noneOf: ["any", "of", "these"] }] }11:20 AM
these can be used in recipe ingredients and entiy behaviors for now* Replacement Tag System
- API Tweak: Use GetInterfaces for all instances of IIgnitable
- API Tweak: Add stencil buffer API to rendering interface
- API Tweak: Collectible.DamageItem() - Added optional arg "destroyOnZeroDurability"
- API Tweak: Frameprofiler (.debug logticks xx) now records mousedown/mouseup event cost as well
- API Fixed: Collectible.OnHeldDropped was not called server side
- API Fixed: Rideable behavior no longer ignores minGeneration setting
- API Fixed: Crash when entity tries to play sound it did not have
- API Fixed : When using a villages.json to specify modded villages a non wildcard schematics path would not resolve properly
- API Fixed: Unable to export texture atlasses when intallation folder did not have user permissions, they now go to the data folder instead
- API Tweak: New overload CraftingRecipeIngredient.Resolve(IWorldAccessor world, string sourceForErrorLogging, IRecipeBase recipe) should be used to Resolve input ingredients, to ensure they are registered to the new fast recipe matching
- API Tweak: IWorldAccessor has new read-only property IWorldAccessor.FastSearchRecipesByIngredient; this will be populated by the new CraftingRecipeIngredient.Resolve() method mentioned above
- API Tweak: Transform editor dialog now has firepit transform support
- API Tweak: Spawner blocks can now define rain and temperature conditions
- API Tweak: Added OnContainedInteractCancel for use in ground storage interactions
- API Tweak: The Block animation system now also hooked up to the animation sounds system. Example implementation: Bellows
- API Fixed: 'scale' property in shape overlays did not work
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API Fixed: Offsets from mounted entities now make sense, existing ones will need adjusting
- The mounted animation should position the player relative to the hitbox
- The attachment point on the mounted creature should go on the part of the entity the player's movement follows
- The seat offset adjusts the location of the player's hitbox relative to the attachment point* Internal: Change pelt grid recipes that accept multiple sizes, to new 'anyof' format, for Rennorb to check, as they don't seem to work.
Changes since 1.22.0-pre.5, also included above
- Tweak: New main menu backgrounds
- Tweak: Added a creative mode pocket sun. Caution: Very hot
- Tweak: Cleavers now have a non-functional 'head' item like most other tools, and must be combined with a stick to make the complete tool. Also revised the cleaver model to have 1:1 pixel scale (previously was 50% scale).
- Tweak: Lightning flash tuning. Lights up the world from a greater distance and a bit more realisticly
- Tweak: Increase dynamic lights detection range from 60 to 120 blocks
- Tweak: Other players are always visible on the map up to 1000 blocks away or if in a shared group by default
- Tweak: Player map markers will show the supporter color, like player names in chat
- Tweak: Held/Dynamic light range now better correspond to placed light range (experimental)
- Tweak: Add a bit of extra brightness near a held/dynamic light source
- Fixed: Another possible cause of ghost Players
- Fixed: Beams not placing correctly in free mouse mode or when client->server not in sync.
- Fixed: Some fruit trees would spawn as empty stumps during worldgen
- Fixed: Crash in the music system when flying fast
- Fixed: Wild fruit trees not fruiting in the first year
-
1.22 related changes
- Tweak: Can now use sprint+mousewheel with the entity mover to rotate the entity
- Tweak: Reduce rapids spawn quantity
- Tweak: Ruined doors and trapdoors (both metal and wood) will no longer drop anything when broken.
- Tweak: Strawberry plants now spawn in patches twice as large as other berry bushes, use half the fertilizer, and have half the yield
- Tweak: Fruiting bush yields increased 25% to account for the fact that struggling wild bushes only yield 50% of normal harvest. Reduced berry bush maturation length by 25%
- Tweak: Added Spur gear up and down orientations which were missing from -pre.5
- Tweak: Spear thrown damage and draw speed nerfs backed off by about half
- Tweak: Performance (minor) save 100k RAM and fewer cache misses for SnowAccum randomShuffles, they can be ushort not int
- Tweak: Re-worded berry bush 'cluster' traits to 'sparse/dense' rather than 'weak/strong'
- Removed: Fruits which do not currently have a bush associated with them (to be added back as the bushes are completed).
- Fixed: spur gear bugs in -pre.5 (detail: they could cause neighbouring axles to turn even if no neighbouring gear)
- Fixed: Devastation area no longer generating shrikes
- Fixed: When fishing in the ocean it was possible to catch freshwater fish and vice versa
- Fixed: Treasure hunters no longer selling treasuremaps
- Fixed: Waterwheel now provides mechanical power on both sides of its axle
- Fixed: Folded clothes stored in shelves and cabinets all had the same texture.
- Fixed: Time switching no longer working after usign /wgen regen in the devastation area. Issue since 1.22.0-pre.1
- Fixed: Several visual issues with berry bushes
- Fixed: Milking animal fails to produce milk due to desync
- Fixed: Rapids water splitting if the random horizontal path changed in shuffling
- Fixed: Mature berry bushes would float in the air if the soil block under them was broken.
- Fixed: occasional snowy blocks melting slower than surroundings in spring/summer, due to vines above
- Fixed: Bears would not seek out and eat food
- Fixed: Large lanterns had two of the grid elements using the wrong face, resulting in appearing to dark.
- Fixed: Spear and pick heads had bad shelving transforms
- Fixed: Leather decor had bad transforms, and z-fighting
- Fixed: Wallpaper was hidden from the handbook
- Fixed: Currants used inconsistent localization formats. Now consolidated to one word (i.e. redcurrant)
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15
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2
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Thanks for the input! This is good stuff. We will take a closer look at this likely for 1.23. For 1.22 its a little late already.
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Dear Extraordinary Survivalists
v1.22.0-pre.1, a preview release, can now be downloaded through the account manager (section "Other Goodies").Preamble
Its a crispy cold winter day here at Anego Studios HQ and I get the privilege to write another one of these. What could be better than a snowy day, hot coffee and a juicy fat game update blog post
And ... looks like we will manage to hit our aspirational release cadence - 7 months, to the day, have passed since the preview release for the last version, 1.21.0-pre1.
The goal of this update was to enrich Vintage Story with new game mechanics to the max! I personally spent a lot of time writing code for many of the planned features in this update. If I had to pick a favorite, it was programming the new 'displayable' system that lets you place items on shelves with voxel precision. It originally started out as a request by Saraty to have clothing shelves - but I already knew where this would be going.... As soon as we would add clothing shelves, players and team members alike would request these shelves to be usable also for other items. And vice versa, for clothing to fit on the old shelves. So I set out to just solve this once and for all - with a universal shelf placement system. It was an intriguing coding journey - going off by intuition at first, to eventually finding tidbits of elegance in some of the solutions, to a fully working system that created a solid, modular and readable code architecture. We will be adapting this new system to the old storage blocks as well, eventually.
It's been a hectic last few weeks. Many in the team are rushing to squeeze in as much content as possible before we get to a feature freeze. Meanwhile we had the arduous task of moving the hosting of the main site to our own hardware while minimizing downtime, we are actively hiring, several new projects are in planning and I lament that this frosty Latvian winter will likely kill off my blackberry bush
Project Nex and Project Glint are also beginning to really take off, with the Glint team impressing me with their clever use of existing game engine features in ways I never expected. We'll get to show stuff on both projects Soon™
But this blog post is about Vintage Story and dayum do we have much to present to you this time! Get yourself comfortable, it will take some time to get through all of this.
Pre-Release Disclaimer
1. This first preview release is an unfinished update, mostly intended for modders and very adventurous players. You will encounter major bugs, overpowered or underpowered features, incomplete content, possible performance issues and crashes.
2. Further preview releases (including fixes for bugs in pre.1) will only be posted in Discord #news and on info.vintagestory.at and not on this blog. As usual, a new v1.22 blog post will then come when the first full release candidate (rc.1) is ready.
3. If testing 1.22 on an old world from 1.21 or earlier, we strongly recommend making a backup copy before loading the world in 1.22.
4. We advise against starting a new permanent world with 1.22.0-pre.1. Pre-releases tend to break things. We specifically intend to add new worldgen in later preview versions after pre.1 (but before rc.1). You should therefore plan on starting a new world again, once rc.1 is available.
5. We recommend disabling all your previously installed mods when testing 1.22.0-pre.1, until the mods have had a chance to update for 1.22.
6. For modders: It's very possible that we introduced mod API changes that are not intentional. If you come across something incompatible with your 1.21 mod and it does not look intentional, please do let us know and we might be able to adjust that in a subsequent release.
September Roadmap Scorecard
In September 2025, I announced a 1.22 feature roadmap - we got most of it into this update with some exceptions and caveats:-
Quenching, Tempering and Grinding wheel
These are new game mechanics that let you alter the properties of a tool or weapon, but in a balanced way. Please be aware that this is our first preview release, so as with all newly added mechanics this might be underpowered or overpowered. We will balance things as we build towards a stable release.
-
Fishing (Rod) System
Probably one of the most anticipated mechanics, this is a thing now. The catching mechanic itself is usable but not fully polished for now because just getting there was big undertaking. We had to do a large amount of tweaking for fishing to even make any sense and remain balanced in VS. Here's a summary:- Fish no longer spawn in puddles (tiny ponds)
- Freshwater fish no longer limited to just 1 kind - there's now over 20 varieties of freshwater fish
- Melee attacking a fish makes them escape instantly
- A killed fish is no longer an entity that sinks to the bottom and needs to be harvested - instead it turns into a collectible dead fish
- Fish can be cut for fish fillet for cooking (in a later pre can be cooked on the firepit as a whole)
- Added a decent fishing rod & line physics simulation, which was a personal pet peeve of mine
- Fishing an area (temporarily) depletes it, so you cannot endlessly fish in the same place
- Fishing is diverse - you get different fish based on the climate and the location you are at
- The fishing rod lets you catch the actual fish you see in the water but also beyond that you might get extra catch - for example (but not only!) juvenile variants of the same fish
- You need fish bait. Without it, fishing takes a lot longer. We added a worm grunting system and 2 new crops for you to acquire a few types of fish bait
- Worm grunting lets you collect earthworms in warm and wet areas, but also (temporarily) depletes locations if over-used
-
Caught fish can be made into a trophy item using taxidermy. Including a few very rare special catchables...
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Rivers
The roadmap entry mentioned "researching the feasibility of Rivers". We did just that. Around 300 man-hours of it. It's not quite there yet, but we will keep working on it. River generation is something that, if we add it, we want it to be a high quality addition, so this will take time.
-
Procedural dungeons: Not yet part of 1.22.0-pre.1 but we feel confident that at least a first proof of concept will still be in 1.22.0 stable.
-
Status Effects System and Item Heating Overhaul: Will have to be postponed to another update, unfortunately.
- Berry bush rework: Still planned for 1.22
- Elevators: Nope, but likely instead Sawmills for 1.22
- Waterwheel: Is in the game, but needs more work.
-
Beyond that, we plan to further tweak pre.1 content. Amongst other things:
- Add heat resistant mechanical power blocks
- Fix spur gears having placement limitations
- In-wall axles need a rework
1.22 notice to players
Several game mechanics have changed in ways you might not expect and which you may need to prepare for.-
Item heating: We intended to completely overhaul item heating but alas, we haven't managed to tackle this yet. As as interim solution, heated items in the firepit no longer reset their temperature after one item in the stack has been smelted/cooked. But also heating duration is now proportional to their stack size.
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Mechanical power changes: Please be aware that once we reach v1.22.0 stable, existing mechanical power builds that have been up-geared at least 3 times will ignite. You can test your game world (make backups first!) in any of the pre-releases or release candidates to see if your mechanical power builds are at risk - in these preview releases they will only emit smoke but not catch fire. We hope to still add to 1.22.0, second tier, sturdier mechanical power parts to counteract this change. Please also be aware that, placing windmills too close to each other will now cause turbulence and reduce their effectiveness by 50%. You can now craft a newly added Large Windmill instead, to satisfy your dreams of ultimate power.
-
Nibblers: We've discovered a bug that prevented animals like hares from eating player-planted crops since 1.19. This is now fixed. Make sure to protect your crops!
-
Glacier Ice: Any glacier ice block placed by a player will now turn into a variant that will melt if ambient temperature is above freezing. Any previously placed glacier ice will not melt like this, until broken and placed again.
- Spears: Iron spears have been added but, in turn, spears of tiers below iron have been nerfed.
Screenshots and Gifs
Added cabinets and much improved storage system, allowing voxel-precision mixed item placing on cabinets, including books, clothing, chiseled figurines, all previously storable 1.21 items, and more! Cabinets are wood typed and can be upgraded with cabinet doors.
Added mannequins to display your clothing

Added over 20 species of freshwater fish
Fish behavior rework. They now quickly escape melee weapons and killed fish are collectible as a whole
Added fishing system

Added Taxidermy for caught fish. Displayable on the antler mount block - now renamed to just "Wall mount"
Major forge rework. Updated model, added optional bellows, added metal tongs, fuel types matter now, and more

Tool head quenching and tempering system: Quench items to improve their power value or durability (but not both)
Added grinding wheel. Lets you sharpen tools for a critical hit bonus (WIP)
New type of rivulets: The Rapids. A comparison with the standard rivulet on the right
Added waterwheels

Mechanical power upgrades: Added large windmill, in-wall axles and spur gears (WIP)

Too high speeds can now overheat mechanical power blocks, and starting from 1.22.0 stable will ignite
Trader clutter: By 1.22.0 stable, trader outposts will be further individualized to the type of trader inhabiting the place
Added iron and steel spears. Each spear now has its own spear head model
Boar rework: Full model overhaul. Added huge variant, warthogs and red river hogs.
Two new farm-able crops: Fennel and Licorice - specifically added for fishing

Eight new Mushrooms

Added side effects from eating certain mushrooms
Four new flowers: Bluebell, Ghost pipe, Daffodils and Mugwort


Refined tule plant textures

Added 6 new hair colors
Papyrus chests now have their own model and texture
Sleek doors texture rework and they now have a glass window
Oil lamp model reworked and ground storable
Added 8 new variants of storage vessels

Added earthy orange ceramic color
Added travertine rock type and block variants

Added survival mode craftable clay tiles
Tweaked glass textures. Smaller frame and textured reflections

More new blocks: Aged acacia planks, aged bookshelf, fence and scroll rack (the previous aged ones are now "very aged"), leather decor, smaller lanterns and light mudbrick slabs
Can now attach chiseled figureheads to sailboats
Added crowbar for easier removal of wooden beams

Added crock labels for fruit jam
Placed backpacks can now be opened

Creative mode tool: Can now place decor (such as moss or dust) on most blocks
Creative mode tool: Added entity mover wand

Game updates-
Feature: Fishing System
-
Fish rework
- Added over 20 species of freshwater fish
- Fish now require large bodies of water to spawn
- Killed fish no longer sink to the bottom, requiring to be harvested. Instead they float up as a collectible item
- Fish now flee very quickly if melee attacked.
-
Fishing pole
- Craftable fishing pole from sticks or bamboo
- Casting with a fishing pole launches a bobber, which floats on the water and signals when a catch happened
- The fishing pole catches fish that you can physically see and sometimes also small, juvenile versions
- You can also (very) rarely catch 8 rare collectibles exclusive to the fishing system.
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Fish distribution system
- Fishing in the same location eventually depletes the fish in that area
- Different types of fish can be found at different locations, so you will need to travel to find every kind of fish.
-
Fishing bait
- Without bait, catching a fish will take much, much longer
- Added Earthworms and Worm Grunter to catch earth worms. Earth worms frequency depends on rainfall and temperature and also depletes over time if over-harvested in a given location
- Can now cook stink baits from fennel and licorice plus meats and dough.
-
Fish collecting
- Dead fish can be preserved (taxidermy) and placed on mounts for display. Added zinc sulfate and crushed sphalerite, which is required for the taxidermy process.
-
Fish rework
-
Feature: Forge rework
- Added fancier Forge model
- Tongs now have durability. 1 durability point is subtracted per each item picked up
- Added metal tongs, which provide 10x to 100x the durability of wooden tongs
- Added bellows. Reaching higher temperatures in your forge now requires a bellows
- Forge fuel types. Fuel quality now determines heating temperatures and duration
- Can now also heat up tool heads in the forge
- Creatures standing on lit forges will now get damaged
- Glowing hot ingots can ignite unlit coal in the forge
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Feature: Quenching and Tempering system
- You can now improve their power or durability of tool heads by quenching them, but at the risk of potentially destroying the tool instead
- The chance of destruction can be reduced by tempering the tool, but with diminishing returns each time you temper
- Quenching can be done in barrels of water or pools
- Throwing hot items onto lake ice will cool them down and may melt the ice
- Covering the tool heads with clay before the quench increases durability, if uncovered increases the power value
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Feature: Tool buffing system with the grinding wheel
- Added grinding wheel to sharpen bladed weapons
- A sharpened weapon adds a critical hit chance, at the cost of durability. A critical hit is +100% damage
-
New Sound Tracks
-
Added "Latvia" sound track, plays at Latvian latitudes
- Added 4 village exclusive tracks, one per season
-
Added "Latvia" sound track, plays at Latvian latitudes
- Feature: Added footstep sounds to the wolf and the bear
- Feature: Allow chiseled blocks to be placed on sailboats
-
Feature: New collectibles and craftables
- Feature: Added craftable clay tiles in all standard clay colors, which can further be turned into blocks and slabs
- Feature: Added new small lantern
- Feature: Added iron and steel spears, but de-buffed the lower tier spears
- Feature: Added travertine stone, which can be made into ashlar and tiles
- Feature: Raccoons and foxes now drop species-specific hides, which can be made into fur hats
- Feature: Added oils (flax/linseed, olive, fat). Raw fat now can spoil, and can be cooked into rendered fat, which does not spoil. Liquid rendered fat will solidify after several hours. The solid item form of rendered fat (for use in grid recipes) is obtained by dumping the solidified fat from the container it's in, onto the ground.
- Feature: Steel anvils can now be crafted in survival
- Feature: Added pot pies - this allows you to create mixed meat & vegetable pies
- Tweak: Added wood-typed ladders
- Tweak: Added light mudbrick slabs. Allow low fertility soil in mudbrick slab recipes
- Tweak: Added "earthy orange" ceramic color for pit-kilned red clay items
- Feature: Added 4 types of survival mode craftable mannequins (full body, leg, head, torso) which allow you to display your clothing
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Feature: New flora
- Added 2 new farmable crops - fennel and licorice. Both will spawn in the wilderness, and can be used to make stinkbait for fishing. Fennel is also an edible vegetable, but licorice is not
- Added four new flowers! Bluebell, mugwort, ghost pipe and daffodils
- Added 8 new rare mushrooms. Most with visual "side effects" when eaten. (Honey mushroom, Blue Meanie, Fool's Conecap, Gold Cap, Liberty Cap, Sickener, Wavy Cap, Laughing Jim)
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Tweak: Block overhauls
- Glass texture is now redone: full blocks have a smaller frame and all glass blocks now have textured glass reflections
- Ceramic oil lamps have a new model, and are no longer made from bowls. They can also now be hung from the ceiling
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Feature: Mechanical power updates
- Feature: Added large windmill
- Feature: Added in-wall mechanical power axles
- Feature: Added waterwheel (WIP). Needs to be placed on rapids (fast-moving water)
- Tweak: Nerf! Windmills now cause turbulence within a radius 1.5 times the sail diameter (meaning 15 blocks distance required between two maxed windmills)
- Tweak: Creative rotor is now roughly 7x more powerful, uses a similar torque display as the windmill and allows independent adjustment of speed
- Tweak: Helve hammer no longer has exponential power cost as speed goes up [it caused mech. networks to oscillate heavily]
- Tweak: Starting from 1.22.0 stable (so not yet!) mechanical power blocks will ignite if they rotate too fast. They will smoke for a while before igniting, for an early warning
- Fixed: Axle stands on north-south oriented axles that are attached under a block were incorrectly rotated
- Feature: Added 4 small optional side quests offered by the villagers
- Feature: Added 6 new seraph hair colors the player can select from in the character creation screen
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Feature: Hacked locust improvements
- Feature: Tuning spear now has an additional tool mode allowing you to call back your tamed locust
- Feature: Can now heal and revive hacked locust with metal parts
- Fixed: Hacked locust jumping after player as if attempting to attack them
-
Quality-Of-Life improvements
- Feature: Held bags that are placed on the ground can now be interacted with
- Feature: Added crowbar, which lets you remove the most recently added support beam from a block
- Feature: You can now attach crocks to the elk's left and right front storage locations (they will not, however, have labels shown while attached)
- Feature: When hovering over or grabbing a wearable item in your inventory, the proper slot for that item in your character inventory will be highlighted
- Tweak: Allow bulk placement of metal bits in ground storage
- Tweak: Flower pots can be placed on shelves
- Tweak: Can now slice pies using knife in crafting grid
- Tweak: Dirty pots can now be stored on the elk, like regular cooking pots
- Tweak: In the map, the "Add Waypoint" dialog now remembers previous Waypoint names and suggests them. Suggested names can now be deleted with a single backspace stroke.
- Tweak: The red in-game error texts now have a black border around them to make them easier to read
- Tweak: Bowls show satiety of remaining food portion only when the bowl has less than a full portion of a meal in it
- Tweak: When drinking out of a bowl, you must split the stack to drink, like all other bowl actions
- Tweak: Can now use a shovel to dig up cattail roots, faster than using a knife
- Tweak: Exiting the game via Alt+F4 (or [X] in the game window) now fully saves your world
- Tweak: No more 1-second delay on picking up mined items
- Tweak: Collapsed chests in ruins now fall apart into chest rubble once they are empty
- Tweak: More intense low health / low satiety alarm visuals
- Tweak: Collectible tool tip "Attack power: -{0} hp" is now "Attack power: {0} damage"
- Tweak: The Controls settings tab now correctly shows again if a keybind conflicts with another keybind
- Tweak: When using 1-click mod install, the game autofocuses now
- Tweak: Mod manager improvements: mods are now downloaded in parallel; mod release retractions are now respected
- Tweak: Block remapping on game version updates now applied automatically on first run of new game version. The dialog "This save game was created with an older version of the game ... a remapping and reload is required" should now be a thing of the past [and /fixmapping applyall should now never be necessary]
- Fixed: You can no longer waste a poultice attempting to heal a fully dead elk
- Fixed: Multiple issues with selection boxes of support beams
- Fixed: Player viewing direction jumping after exiting an inventory
- Fixed: 9 year old bug in the cinematic camera system where sections of the path were running at different velocities (credit: ImNuts42)
-
New In-World Interaction capabilities
- Feature: Oil lamps now use the ground storage system - in other words one can place them in quadrants, and mixed with other items
- Feature: Can now remove the head of a ground placed bear pelt
- Feature: Sieves, and saddle blankets can fit onto shelves
- Feature: Liquid containers on shelves can be interacted with directly
-
Feature: There is now a new ground processing system that allows for simple crafting processes of ground placed items
- Can now scrape ground placed soaked hides
- Can carve bone flutes from ground placed bones
- Can saw long bowstave into recurve bowstave on the ground
- Can shear parchment out of scraped small hide on the ground
- Can smash ore chunks on the ground using a hammer
- Tweak: Tool heads can now be placed on the ground
- Tweak: Weapons can now be placed on antler mounts (but not tools)
- Tweak: Stick, cattail, and papyrus piles now hold 2-3x more items.
- Tweak: A pile of thatch on the ground now holds up to 18 items
-
Tweak: Papyrus tops pile transfer quantity raised to 3
-
Gameplay balance affecting changes
- Tweak: Grain crops now have half the yield in grain and fiber, but spawn in patches twice as large during world generation. The net effect to be requiring larger fields for equivalent grain production compared to previous versions
- Tweak: Iron and Steel spears added. Other spears nerfed to make room for them
- Tweak: Glacier ice and packed glacier ice that have been collected and placed again will begin to melt, if the local temperature is above freezing
- Tweak: Improvised armor now also requires rope
- Tweak: Armor stand now has more intuitive attaching of items
- Tweak: Can no longer grid craft stuff from hot items
- Tweak: Hunter backpack recipe can now produce two backpacks from one huge pelt. Using a large pelt returns a small pelt, in addition to the backpack. Using a huge pelt for fur gloves returns 1 small pelt.
- Tweak: Treasure Hunter trader offers only a 25% discount on subsequent elk purchases in exchange for another eidolon vessel
- Tweak: Added a few usable storage blocks to the Resonance Archives entrance
- Tweak: Reduced spawn radius of mobs in the Devastation Area, so players are more likely to encounter them
- Tweak: Removed grid crafting crock sealing recipe in favor of other (in-world) methods
- Tweak: Horsetail no longer qualifies as bee or butterfly feed
- Tweak: Reviving a player no longer restores satiety to 50%, now leaves it unchanged
- Tweak: Balanced with the addition of small lanterns, the original large lantern now costs twice the glass and metal
- Fixed: Crop growth was 10% faster and consumed 10% less nutrients than intended
- Fixed: Salt lake beds were not generating during worldgen (in very dry and warm areas)
- Fixed: Farmland crops consumed slightly less soil nutrients than intended
- Fixed: With stacks of items in the firepit, finishing cooking one item no longer resets the temperature of the input stack, but a stack's warm-up time is now longer for larger stack sizes
- Fixed: Material transmutation/dupe glitch with chiseled blocks (technical info: Output chiseled blocks no longer have multiple of the same materials plus only consume every unique input material once)
- Fixed: Peanuts did not give a satiety bonus in meals
- Fixed: Cassava would dry out even while in a meal
- Fixed: Resonance Archives gasifier would burn fuel too quickly
- Fixed: Baking an item in an oven would reset the spoilage timer
- Fixed: Cheese wheel would reset freshness each time a slice was cut off
- Fixed: Lava that turned water into basalt/obsidian did not delete the water
- Fixed: Very broken behavior when lava flowed into a water source block (turned water source block into basalt in large strange patterns)
-
Fixed: Luxury trader was still selling gold omok pieces
-
Creature behavior changes
- Tweak: In closed spaces, Bowtorns now evade the player more intelligently - and if they can't they will begin firing on you
- Tweak: Sun bears will now break skeps and steal berries off bushes
- Tweak: Slightly slower creature look around speeds
- Tweak: Saltwater fish spawning now more accurately matches where the species would exist in real life
- Tweak: Panda and brown bamboo spawns changed to overlap, so pandas appear with bamboo more often. Panda range has moved south, and brown bamboo range has moved north
- Tweak: Brown bears will drop a little more fat
- Fixed: Animals would never eat planted crops
- Fixed: 23 types of butterflies never spawned
- Fixed: Bighorn sheep now live in dryer regions rather than wetter ones
- Fixed: Inconsistencies in raccoon climate conditions
-
Fixed: Missing minimum temperature for tang fish spawns
-
Creative Mode additions
- Feature: Can now place decor layers, such as moss, on almost all blocks (not only full blocks): for example, storage vessel or chest (but placement on plants is not possible)
- Feature: Added leather decor overlay block - "sheet of stitched leather"
- Feature: Added aged acacia plank blocks
- Feature: Added "veryaged" variants of wood fence, bookshelf, and scroll rack.
- Tweak: Add chiselable full block stone path
-
Tweak: Added ruined metal door variants
-
Tweak: Thrown stone improvements
- Bricks, stonebrick, refractory bricks are now also throwable
- Fixed: thrown stones could still deal damage even when PvP was disabled or the attackplayers/attackcreatures permission was revoked.
- Fixed: thrown stones would make no thud sound if they landed close to the throwing player
-
Fixed: when skipping stones, splash particles would not spawn and some stones could get forever stuck floating above water
-
Handbook improvements
- Feature: Handbook search is more flexible with better results
- Feature: Handbook shows which animal eats which food, on food pages
- Feature: Handbook shows trappable animals on trap pages
- Feature: Show what plants can go in which flowerpots and planters in the handbook
- Tweak: Handbook now shows items that can be created at various workstation blocks, like fruit press or anvil
- Tweak: Show the days or years required for an item to perish in the handbook, rather than only the hours
- Tweak: Animal traps and troughs included in storable information in handbook
- Tweak: Omok table and pieces included in storable information in handbook
- Tweak: Show destroyed animal traps in the handbook
- Tweak: Handbook display of smithing recipes improved
- Tweak: Handbook display of metal molding improved
- Tweak: Better spacing for beehive kiln results in the handbook
- Tweak: Quern handbook entry now mentions that the quern can be powered by hand, as well as by machinery.
- Tweak: Searching the Command Handbook, search results in long pages go to the (first) position of the search text
- Fixed: Handbook wattle and daub entry incorrectly stated the initial daub application as 10 items (it is actually 6).
- Fixed: Handbook will properly show the grid crafting recipes on the appropriate nugget pages instead of all on the copper nugget page
-
Visual fine tuning
- Feature: Added fruit labels for jam on crocks
- Tweak: Improved OIT rendering system which should fix oddities when half transparent geometry is on top of others (e.g. clouds behind windows)
- Tweak: Scene shader tweak - prevent complete whiteness on overly bright surfaces
- Tweak: Tule model and texture reworked
- Tweak: Spears have new spear head models, each metal with a unique design.
- Tweak: Sleek wooden doors now have a glass plane and have a smoother and more bespoke texture
- Tweak: Lowered the threshold for villagers to get a frost overlay, and made the face never freeze over
- Tweak: Cow parsley, heather, western gorse and orange mallow flowers now uses the old, more simplified model again
- Tweak: Anvils now use holdbothhandslarge idle animation, rather than holdbothhands.
- Tweak: Aged and very aged wood textures should now be more consistent across all blocks and items. Renamed "aged wood" to "aged oak"
- Tweak: Nicer first person hand transform for slabs
- Tweak: Papyrus chest now has separate shape from reed chest
- Tweak: Tool heads now have sockets where appropriate
- Tweak: Iron and steel pickaxes have revised model
- Tweak: Ratlines now have knots at the intersections
- Tweak: Wolf holds its tail straighter and lower
- Tweak: Bear textures revised, and each bear now has its own model, to avoid drastic json scaling
- Tweak: Cooking pot model now has rope cradle when attached to elk
- Tweak: Seraph rendered into GUIs are now animated
- Tweak: Saltpeter and other powders and crushed materials scaled up to be more visible when dropped on the ground
- Tweak: Redid Brass Ruby Brooch model to more match original vision
- Tweak: Stone path stairs and slabs now extend 1 voxel 'below ground' to cover the gap that can be left by regular path blocks. Stone paths now use wildcards to randomize texture, rather than alternates.
- Tweak: Updated existing leather colors to be less bright. Added running stitch variant for all leathers.
- Tweak: Messy12 ground storage changed to be spaced more evenly
- Tweak: Better line up text lines and checkboxes/sliders in the settings interface tab
- Tweak: Weather system: Don't spawn snow storm particles when above 5°C
- Tweak: Fixed items way to strongly wind affected when in hands
- Fixed: Long standing visual bug where harvesting reeds sometimes overextended the players arm
- Fixed: Pie dough sides were unusually dark when placed besides blocks
- Fixed: Make particles use proper multiblock collision
- Fixed Fortune Teller Hip Scarf model z-fighting with gambeson
- Fixed: Some block breaking overlays were incorrectly applied
- Fixed z-fighting on sloped (main) roof segments
- Fixed: Seraphs shoulders clipping through in "hold both hands" pose
- Fixed: Camera jitters and ridden elk occasionally stopping when mods modified too much player data
- Fixed: Animation jerkiness on traders
- Fixed: One line break too much in the block info HUD in some cases
- Fixed: Stretched UVs on axle and aged armorstand
- Fixed: Some tool heads had bad origins and so would do crazy flips when tossed
- Fixed: Flowing lava blocks now start their particles at the correct height
- Fixed: Some texts off vertically by 1 pixel
- Fixed: Incorrect feathers texture on arrows
- Fixed: Player yaw jitter when closing chat window while in overhead camera mode
- Fixed: Short rotation flicker right after placing certain blocks (with rotatable block entities)
- Fixed: Rare flashes of X-ray vision when breaking blocks next to a chunk boundary
- Fixed: Seraph from the character dialog clipping through creative inventory
- Fixed: Holding a pulverizer frame would obstruct player view significantly
- Fixed: 'Plain glasses' lenses were not on transparent renderpass, and so had X-ray vision
-
Tweak: Sound additions
- Lots of internal preparatory work for foot steps sounds
- Charlemagne entity has a new sound set
- Added more Wolf sounds for variation
- Added 2 dive attack sounds to the second boss
- Seraph hurt sounds are now shorter when the damage is low or when it's from frost or poisoning
-
Tweak: Performance tweaks
- Changing the graphics quality preset is now 4 times faster (1s lag instead of 4s lag)
- Improve loading times with many mods installed (json patching times 47s => 3.6s). Contribution by tehtelev
- Improve loading times with many mods installed (recipe loading times 21s => 8s). Contribution by tehtelev
- Improve loading times of certain handbook pages from 10-14 seconds to instant when mods "A Culinary Artillery" and "Expanded Foods" are installed
- Further 400k objects removed from permanent heap (mainly duplicate strings)
-
Reduced client-side lag spikes caused by various commonly used blocks
- Ground storage, toolrack, shelves and similar utility blocks [Technical info: BEContainerDisplay types - Display Case, Ground Storage, Toolrack, etc... now generate meshes off the main thread]
- Flowerpots and planters [Technical info: only tesselate one plant shape max. per container, defer pot tesselation and transforms to tesselation thread]
- Small increase in loading time for doors and toolracks
- Further reductions in Matrixf and vector object creation
- Further reductions in Vec2f and Vec3f object creation in many places
- Explosion shell vectors calc now uses FastVec3f not Vec3f
- Further low level matrix improvements in animations; reduce memory pressure on client
- Many low level matrix operations moved from heap to stack
- Re-use some matrices and vectors at low level
- Reduced heap memory pressure from selection box ray-tracing. With thanks to dedgrant
- Fixed memory leak when displaying skep or basket trap in inventory or handbook
- Fixed potential memory leak in forge
- RAM and heap saving, SnowAccum system now uses a value type [ServerMapChunk.SnowAccum is now a float[] not a ConcurrentDictionary]
- Particles - reduce RAM requirements and heap pressure
- General improvements to SQLiteDbConnectionv2, less heap pressure for multiplayer server
- Added LOD2 shapes and textures for all clutter bookshelves
- Very minor, but system-wide rendering optimization [Technical info: Don't call EnableVertexAttribArray every render call, not necessary as per OpenGL spec]
-
Tweak: In-game guidance tweaks
- Feature: Crocks, pots, and bowls with meals now show interaction help when ground placed
- Tweak: Lowered the itemstack hover info HUD a bit so that it does not cover up the stack size of the item in your mouse slot
- Fixed: Show only workable items in anvil interaction help
- Fixed: Interaction help for mortally wounded elk said "Revive player"
-
Tweak: Game Server tweaks
- Tweak: AntiAbuse system partially revived. Off by default, but when enabled in the serverconfig.json it will decline block interactions when they are too far away from the player
- Tweak: When a server has more than 50 players, join/leave and death messages no longer get printed to chat (configurable in servermagicnumbers.json field "PublicJoinLeaveDeathMessagesThreshold")
- Tweak: Join, Leave and Death messages now also sent to all player groups the player is part of
- Tweak: Allow the server heartbeat/register to master server also work in standby mode
- Tweak: Added more audit logging when trading and using the action house
- Tweak: Multiple Serverconfig StartupCommands would not work if there was a space in front of a command
- Fixed: Command /serverconfig entityspawning 0 did not disable entity spawning right away and vice versa did not enable it right away when it was disabled before
- Fixed: Possible server exception on player death
- Fixed: On a dedicated server when using a malformed welcome message it would disconnect/crash each client on login.
-
Tweak: Command Tweaks:
- Tweak: Most /wgen commands can now be called from console
- Tweak: Added /serverconfig blockTickChunkRange
- Tweak: Added worldgen command /wgen regenrange
- Tweak: Now /entity spawn command can optionally also specify the generation, eg. generation=3
- Tweak: New command /entity findnpc to count the villagers or find a specific one
- Tweak: New command /entity list to list the types of all loaded entities, and count them
- Tweak: Add alias /wcc for the worldconfigcreate command
- Tweak: Fixed typo in command /dev per-player-lootable-reset
- Tweak: add client ping to /stats and /list clients commands
- Tweak: Removed no longer working /wgen regenr and /wgen regenrc commands
- Tweak: Wireframes display command can now be abbreviated to .debug wf
- Fixed: /wgen regen did not reload the deposits files
- Fixed: When using /wgen regen the GeneratedStructures list could be restored only partially, the actual in-world structures/blocks should have be mostly unaffected by that
- Fixed: .we command no longer working to open/close the world edit ui
- Fixed: GameTickListener debug command /debug tickhandlers dump dcentity not working
- Fixed: Command .chb expcmds did not make sure the ModConfig folder exists
-
Tweak: Ladder tweaks
- Wood ladders can connect as one ladder, crude and rope cannot connect to others
- Wood ladders can be sawed back into boards
- Ladders made entirely of sticks have their own model, separate from ladders made from planks
- Crude ladders cannot support themselves on the ground or the ceiling and require a wall for support
-
Tweak: Water tweaks
- Tweak: Rivulet riverbed carver. Somewhat more neatly integrates the rivulets into the world. (WIP, temporarily disabled in -pre.1)
- Tweak: Also spawn rivulets on mountain sides
- Tweak: Water now spreads faster
- Tweak: Flowing water shader tweaks
- Fixed: Flowing water with NE,SE,SW,NW directions was not visually flowing diagonally
- Tweak: Change Linux icon from xpm to png since xpm may not be supported on newer systems
- Tweak: "Antler mount" is renamed to "Wall mount".
- Tweak: Palisade walls and stakes now prevent animals from walking on them, like regular fences.
- Tweak: Ovens now no longer allows igniting of non-fuel, such as pies
- Tweak: Allow liquids to be chiseled only in creative mode
- Tweak: Removed fish carcass clutter block, because there is a dedicated fish carcass block
- Tweak: Debarked and tree trunk 'veryaged' and 'veryagedrotten' textures modified for consistency
- Fixed: Fixes npc dialogue link text cut off in some cases
- Fixed: Cassava that dried out in a meal due to a bug no longer has an incorrect name nor gives no nutrition
- Fixed: Oven would give incorrect error message when trying to add non-bakeable items
- Fixed: Scrolling in dropdowns near bottom of the screen shows all items properly
- Fixed: The grid recipe to force clay brick slabs into a certain orientation was missing
- Fixed: Pies with default full top crust style would not stack properly if cycled through crust types
- Fixed: Bear foot sliding, brown and polar bear chasing after tiny creatures (baby hares and chicken), and not attacking animals they chase
- Fixed: Entering and exiting the water while holding the sprint key would slow you to a walk even with the precise control scheme
- Fixed: Holding down the sprint key before starting to move would still start off with walking
- Fixed: Armor stands could only be placed at edges of blocks
- Fixed: Color accurate worldmap: Still used vintage colors until the map was opened
- Fixed: Clouds going black when using [x] Override default values from the world edit control panel
- Fixed: Traders and Villagers would execute the option after the "What did you got to trade?" which mostly was the "Whats your name?" option and so reveal their name at the same time as openting the trading menu
- Fixed: Empty triggered animal traps would not drop block if broken
- Fixed: Empty triggered animal trap would give back trap when picked up rather than just basket
- Fixed: Prevent the trader menu to be opened by multiple players, which can crash the game
- Fixed: Falling maple seeds did not fall with reduced gravity
- Fixed: Crash when Ctrl+scrolling up on the firepit input slot
- Fixed: Rotation of clayforming for watering cans matches output
- Fixed: On some occasions, traders walking away from player during conversations and standing still after conversations
- Fixed: Some ropes not properly loading from a savegame to client side. Explanation: We did not re-broadcast when a cloth system became active, we did not update the state on chunk loads although we check all chunks if they are loaded on each clothsystem
- Fixed: Some damage effects still applying on damage over time types of damage (e.g. instant huge red overlay when eating fly agaric)
- Fixed: Drinking more or less than 1L of wine all at once will properly vary how intoxicated you become
- Fixed: Dragging to place ingredients into cooking pot would not evenly distribute items
- Fixed: Mechanical power blocks, World Edit selection tool grow/shrink buttons and other parts of the game now work in other dimensions
- Fixed: Sub-decors (e.g. cave art) now preserved in World Edit move area, mirror area and repeat area operations
- Fixed: Removed downwards exponential acceleration of entities that use passive physics behavior
- Fixed: Fall damage inconsistency, added player stat "fallDamageThreshold"
- Fixed: On a brand new world, the client game calendar would be paused and/or slightly desynced from the server time for a minute, causing the sun to jump after 25 in-game minutes
- Fixed: After a client-side crash, the game kept running until the Crash Reporter window was closed
- Fixed: Removed uncraftable soaked bear pelts
- Fixed: Cutting snow covered grass with a knife did not yield dry grass
- Fixed: Missing horns on female goats, also they can fight back now
- Fixed: Items dropped by mechanically powered querns, pulverizers, or chutes could be launched very far when outside of the simulation range (128 blocks from the player)
- Fixed: "Wide lines have been deprecated" warnings on certain GPUs, eg. Intel UHD
- Fixed: Ladders would sometimes allow strange interactions between different types
- Fixed: After healing with an item, a second item in the same slot (from picking up) with a slow interaction process would immediately finish (#6719)
- Fixed: Logged error for carburizable properties in handbook
- Fixed: Many repeated logged OpenGL errors on Mac filling up the log file
- Fixed: Various water plants could have non-matching top and bottom section pieces
- Fixed: Stone path slabs did not show snowcover. Stone path blocks had hitboxes 1 voxel too tall
-
Fixed: Crash when viewing corrupted rock-typed block
API Updates
For our modders - please be aware, the game engine and game content have undergone several significant changes- Paradigm shift: Since 1.21 you can define tags in Blocks, Items and Entities. As of 1.22 you can now use tags for all crafting recipes. In future updates we will expand tag compatibility to other systems. Though please wait before using these, the syntax might still change in pre2 or pre3
- Paradigm shift: You can now precisely time creature sounds by defining them as part of the animation meta definitions. This lets you bind a sound to the exact animation frame where the sound should be played, independent of how fast the animation plays. You can define multiple sounds per animation. This is how we added bear and wolf step sounds.
- We have migrated our source projects from .NET 8 to .NET 10. You will need to install the .net10 sdk to compile our public code.
- entity.ServerPos is no more. You can still access it but it now redirects to entity.Pos
- We moved world generation code from the survival mod to the essentials mod, so that total conversion mods can also utilize it
- CollectibleObject has many of its field turned into methods that also call their respective methods on behaviors
- Each landform in the landforms.json now must have a unique code. Previously you could use duplicated names. The game will now crash instead.
- For the red tinting hurt overlay of creatures to work you now need to add "Health" behavior to to the list of client side behavior as well
- Experimental feature: Mods can now modify the main menu background pictures. If any mods sets one, then the game will disable all vanilla ones.
Also noteworthy and just for your awareness, there are currently several notable ongoing projects within the VS coder team:
- The entire code base of Vintage Story now compiles without warnings, consequently we have either fixed or removed our own game engine's use of deprecated features
- We have a multi-year long goal of switching over to nullable value types in all code files
-
We continued to slowly integrate a comprehensive tags system. New since 1.21:
- Changed types of tag arrays and renamed them to tag sets
- Block and item tags merged into general tags
- General tags have limit of 65k tags now
- Tag sets now provide API with set methods
- Modders no longer need to interact with tag ids directly, they are hidden behind the tag set implementation
- Modders now can register their own tag types
- NOTE: there may be further changes to tags code before -rc.1
- We continued to refactor, improve and consistency check all our entity AI Tasks
- We continued our efforts to un-hardcode game engine and content, to make it easier to patch game content as well as reducing unexpected behaviors when modding the game
API changelog- Feature: Rewrite stone throwing code into its own "CollectibleBehaviorThrowable". Allows one to make an item or block throwable with json changes only
- Feature: Food in a meal automatically gives a 30% bonus to the base satiety if no in meal nutrition is defined
- Feature: New server event "HandInteract". Called before any server side hand interact code is executed
- Feature: New parameter "MinCuboidsPerModel" for ground storable behavior that fixes problem with partial models in ground storage
- Feature: Item buff feature. Can now buff buffable collectibles e.g. when holding a falx in hands with command "/debug cbuff add sharpened attackpower 1.2" for +20% damage or "/debug cbuff add sharpened attackpower 1 2" for +2 flat damage. Available buffs: attackpower, maxdurability, durability, miningspeed. In code can also define durability of a buff, which is reduced alongside the item durability
- Feature: Allow BlockBehaviorHarvestable to require a tool
- Feature: Anvil blocks keep track of their metal tier
- Feature: Mods can now supply background images for the main menu in their modinfo.json. Currently, if any are supplied then all vanilla ones are disabled.
- Feature: Added the ability to create custom mixed pie recipes with multiple food categories as fillings
- Refactor: Major rework of the recipe systems in order to support tags
- Refactor: Move most of worldgen code to essentials mod and added modularity in some areas so that full conversion mods can use it
- Refactor: Changed args in capi.StartTrack()
- Refactor: Move onhurt invulnerable timer code from Entity.cs to BehaviorHealth.cs where it belongs. This however means the Health behavior needs to be client side as well, on all entities. In order to stay backwards compatible, these will automatically get added upon entity load, for now. It will print a warning if that is the case
- Refactor: GetBehavior(...) methods in Entity now avoid nullref exceptions inside them
- Refactor: Rename CollectibleBehavior.OnGetMaxDurability to .GetMaxDurability() and altered return value behavior
- Refactor: Shields now much more mod-dable. The shield code is now type/variant-agnostic
- Refactor: Rename dirtfloor.json to packeddirt-trampledearth.json, and aridpackeddirt.json to drypackeddirt.json
- Refactor: BlockUtil.GetKnifeStacks replaced with ObjectCacheUtil.GetToolStacks
- Refactor: EntityBehaviorRideable and EntityBehaviorGait code cleanup. Now more moddable. Ridden creatures no longer ignore swim sound set from json. Leave blank for silence. Set ridden movement speed only through gait, not through rideable controls. Also allow gaits to have an environment set for land or water, and provides logic for multiple speeds of swimming
- Refactor: Rename EnumBlockMaterial.Liquid to EnumBlockMaterial.Water
- Refactor: Lava now has EnumBlockMaterial Lava instead of Liquid
- Refactor: Merge ItemTagArray and BlockTagArray into CollectibleTagArray
- Refactor: Cleanup and Document AiTaskManager.ExecuteTask() and .StopTask()
- Refactor: Made methods of ItemWearable and ItemWearableAttachment virtual, also made private methods protected
- Refactor: Allow for multiple "AnimationSound" per animation meta. AnimationMeta.AnimationSound is now an array. Make sure to update all anim sounds in your entity json files from animationSound: { ...} to animationSounds: [ { .... } ]
- Refactor: Added dropQuantityMultiplier to BlockBehavior.OnBlockBroken()
- Refactor: In AI task json, rename chance, wanderChance, and searchFrequency to executionChance
- Refactor: Mushroom textures were placed in many individual folders. Now all are under the base 'mushroom' folder.
- Refactor: Replaced "noConsumeOnCrafting: true", used in the glider schematic itemtype with "consume: false" in the grid recipe
- Refactor: ItemWearable is now obsolete, replaced by CollectibleBehaviorWearable
- Refactor: ItemWearableAttachment is now obsolete, replaced CollectibleBehaviorWearableAttachment
-
Refactor: Many fields of Collectible now more moddable
- Implemented GetAttackRange for CollectibleBehavior
- Implemented GetMiningSpeeds for both CollectibleObject and CollectibleBehavior
- Implemented GetDamagedBy for CollectibleObject
- Implemented GetTool for CollectibleObject (interaction tooltips still use Tool directly)
- Implemented GetToolTier for CollectibleObject (interaction tooltips still use ToolTier directly)
- Implemented GetCombustibleProperties for CollectibleObject (interaction tooltips still use CombustibleProps directly)
- Replaced NutritionProps with GetNutritionProperties where possible
- Replaced TransitionableProps with GetTransitionableProperties where possible
- Implemented GetGrindingProperties for CollectibleObject
- Implemented GetCrushingProperties for CollectibleObject
- Implemented GetRequiredMiningTier for Block
- Tweak: Hides and their various associated items now use the tags system for recipes, with the result that bear hides can now be used directly in the same recipes that only generic hides could be used in directly before.
- Tweak: 'item-crushed-leadoxide' renamed to 'item-crushed-galena', to better align with standard naming formats.
- Tweak: Better logging for errors in grid recipes
- Tweak: New construction options! Structure generation via structures.json now also supports placement: "Shallowwater", supports minForest/maxForest constraints, and fixes some structures generating under water
- Tweak: The grid recipe loader will now print a warning if a ingredient wildcard never matches
- Tweak: Allow for custom attribute based grouping of things like shields or bookshelves in the handbook
- Tweak: Added BroadcastMapRegion to the WorldManager to force send a map region for example after using /wgen regen to update structures debug wireframes
- Tweak: Correct handling of CollectibleBehavior.OnHandbookRecipeRender. This also means a new argument "ref EnumHandling handling" is added, breaking compatibility with mods implementing this method
- Tweak: Clothing no longer renders onto seraph skin by default, set collectible attribute "renderOntoSkin" to true to reactivate that
- Tweak: AnimatableRenderer now supports mixed rendering of opaque and transparent geometry. It'll automatically extract it from the supplied mesh
- Tweak: Structure placement "Surface" now also checks U blocks
- Tweak: Removed logged startup warning "Is a {0} mod, but .cs or .dll files were found. These will be ignored." in dll mods that had a worldconfig property set. It served no purpose.
- Tweak: Added IWearable and IWearableStatsSupplier interfaces, which are now used in new behaviors
- Tweak: Implemented following methods for CollectibleBehavior: RequiresTransitionableTicking, ConsumeCraftingIngredients, UpdateAndGetTransitionStates. UpdateAndGetTransitionState, GetMergableQuantity and TryMergeStacks
- Tweak: Metal types of lamellae, chain, and scale items that do not have corresponding armor sets have been removed.
- Tweak: Ground placed collectibles can now emit light
- Tweak: Doors can now specify liquidBarrierHeight per block segment
- Tweak: AnimationMetaData Sounds can now be set to looping
- Tweak: EntityBehaviorAttachable can now set useShiftAttach: true in json to use the shift key for attaching and deatching
- Tweak: Sound tracks can now be structure specific
- Tweak: Allow liquid containers to set custom drink portion sizes in JSON
- Tweak: Improve loading times with many mods installed (recipe loading times 21s => 8s, json patching times 47s => 3.6s). Contribution by tehtelev
- Tweak: When json patches target a missing file, log an warning to the main log file instead of a debug entry in the debug file
- Tweak: EntityBehaviorAttachable can now set useShiftAttach: true in json to use the shift key for attaching and detaching
- Tweak: Allow entities to specify useSlotPrefix: true in attributes to allow other shapes to be added to it with a different texture by adding the slotCode to the texturePrefixCode
- Tweak: Can now defined a "frostOverlayThreshold" an entity type json attributes to change the temperature at which an entity is 100% frosted over
- Tweak: Can now configure ground storage messy12 positioning
- Tweak: Made prevPlayerPos public in GuiElementMap
- Tweak: Made world map color randomization configurable
- Tweak: Made button background color not hardcoded
- Tweak: Game now warns you if you have attachment point codes duplicated, as it results in undefined behavior
- Tweak: Two new MeshData methods, .Scale() and .Rotate() with no origin specified, will scale/rotate around the block center point
- Tweak: Renderpass Decor is now available, used for decor overlay layers; see vanilla overlays for examples
- Tweak: add BlockType attribute "allowOverlays: false" to prevent moss, dust and other overlays from being applied; can also in rare cases use "allowOverlays: true" to force allowing of overlays where they would normally be auto-disabled (eg. on transparent blocks or ice blocks)
- Tweak: BEQuern.cs move all private fields and methods to protected
- Tweak: Add font stroke to debug screen text to make it more readable
- Tweak: Mods can now add a assest/mymod/config/remapentities.json which then gets automatically merged with the games entity remappings, please do not replace assets/game/config/remapentities.json unless you really really want to overwrite the entire vanilla entity remappings
- Tweak: Mods can now add a assest/mymod/config/remaps.json which then gets automatically merged with the games remappings, please do not replace assets/game/config/remaps.json unless you really really want to overwrite the entire vanilla remappings
- Tweak: Allow custom shape for harvestable skep mesh
- Tweak: Make the game engine more tolerant towards missing files
- Tweak: Add ability to remove a mod asset origin
- Tweak: Improve support for framebuffer rendering. Added capi.Render.GenTexture(), rename capi.Render.FrameBuffer to capi.Render.CurrentFrameBuffer, can now also get capi.Render.CurrentFrameBuffer, added capi.Render.OrthoMode() and capi.Render.PerspectiveMode()
- Tweak: EnumSoundType moved from Vintagestory.API.Client to Vintagestory.API.Common (since it may be used by the server as part of SoundAttributes)
- Tweak: AnimationSound now supports 'chance' of the sound being played
- Tweak: Can now bulk edit transforms of variantgrouped collectibles
- Tweak: Much cleaner implementation for adding support to custom transforms editing via the transform editor. Instead of weird save/load/close stuff, instead register to event bus events "onsettransform" and "ongettransform". See ItemTongs.cs for example
- Tweak: Added HabitatSize property to spawning conditions, only works for animals with Habitat=Underwater or Habitat=Sea. Default HabitatSize is 2
- Tweak: Added animal spawn maps. This lets you further constrain animal spawn to certain regions only. Example implementation: Fish spawn
- Tweak: Items and Blocks can now define a "ParticlesTextureCode" to specify where block/item breaking particle colors should come from
- Tweak: When checking the nutrition properties for liquid inside of containers, fallback to the default for the liquid if per litre properties are not found
- Tweak: It's now possible for meals to be intoxicating
- Tweak: It's now possible to specify a non-default groupBy to use when creating an ItemStack slideshow in the handbook
- Tweak: Trait attributes can now define blend types
- Tweak: New CollectibleBehavior for harvesting items in ground storage
- Tweak: Ground storage now uses GetCollectibleInterface to obtain IContainedInteractable, making it possible to add it to collectible behaviors
- Tweak: LiquidContainerTopOpened now uses IContainedInteractable, Ground Storage code for this interaction removed
- Tweak: Existing elk sounds moved from creature/hooved/large/elk folder to new creature/animal/mammal/hooved/deer folder, to conform with new shape/texture/entity folder standards.
- Tweak: IContainedInteractable now has GetContainedInteractionHelp method
- Tweak: ModMaker Update: Fixes mod maker modinfo creation to be compatible for moddb uploading
- Tweak: new optional ContainedTextureSource() constructor with callback for off-thread texture uploading
- Tweak: new optional ITextureAtlasAPI.GetOrInsertTexture() call with callback for off-thread texture uploading
- Tweak: Chat command can now specify custom syntax explanation for an argument, by appending .WithExplanation() to an argument
- Tweak: Added CollectibleBehavior.GetAttackPower()
- Tweak: Allow to change a block after falling. With a new "variantAfterFalling" parameter, it's now possible to change the block after falling, like a broken variant or a variant with a lower shape (in case the shape is less than 15 voxels like the chandelier)
- Tweak: Renamed IWorldManagerAPI.CurrentWorldName -> CurrentWorldFilepath to better describe itself
- Tweak: OnTree BlockPatches now respects the TreeType property
- Tweak: AI tasks can use a single time frame that extends through the night, rather than needing one from evening to midnight and another from midnight to morning
- Tweak: Renamed InventoryPlayerBackPacks to InventoryPlayerBackpacks
- Tweak: Added IServerEventAPI.PlayerReady event, which triggers after all mods signal the player is ready to play. Currently used by the character selector, so right now this event only triggers once the player has selected his character (or right away if he selected it already in a previous join). Cleaned up XML documentation for PlayerJoin, PlayerNowPlaying events
- Tweak: Animal generation check happens from EntityBehaviorHealth instead of BehaviorHealingItem
- Tweak: BlockEntity tick listeners now log their positions on exception
- Tweak: Incorrectly formatted strings sent to ILogger methods now will throw compile errors instead of crashing ingame
- Tweak: Unhardcode antler item names from antler growth behavior
- Tweak: Changed Entity.ServerPos and Entity.SidedPos to refer to the Entity.Pos property, so they are no longer different from the Pos property. This is to remove confusion about which to use where.
- Tweak: In EntityBehaviorMultiply, can now provide an array of requiresNearbyEntityCodes from json. On the code side, more fields made accessible.
- Tweak: Sailboat-mounted lantern no longer uses a separate model. It instead attaches the 'wall' lantern shape to an invisible LANTERNPARENT element in the sailboat shape. One less model to maintain.
- Tweak: Methods in BehaviorRideableAccessories made protected and virtual
- Tweak: Duplicated landform/mutation codes in landforms.json are no longer valid. The game will error and exit on startup now. Each landform must have a unique code.
- Tweak: Allow harvestable skeps to have custom food tags defined in JSON
- Tweak: Allow custom food tags for ItemStack variants with ICreatureDietFoodTags
- Tweak: Blockpatch system: also respect forest value even for UnderTree placement
- Tweak: Targetable AI tasks can read a TargetOnlyInteractableEntities true/false value from json
- Tweak: API additions to IMapRegion and IServerEventAPI to support future river generation
- Tweak: IBlockFlowing now has additional properties and methods, including position-aware GetPushVector(BlockPos). Default implementations are in BlockForFluidsLayer.cs. Modded liquid blocks should ensure their implementation is correct otherwise particle or entity motion may be wrong, or other bugs
- Deprecation: ItemPoultice moved to Legacy folder. Use BehaviorHealingItem instead.
- Fixed: EntityVillager modding robustness. Did not respect mod domain, crashed on missing textures or missing sounds, did not allow for single sound voice
- Fixed: Don't crash when no hotbar is loaded and one uses the offhand slot flip hotkey
- Fixed: seraph face and body became invisible after .reload textures command
- Fixed: When loading a world the font size of labeled chests will no longer reset to the default size
- Fixed: Farmland at low temperatures or low light levels now properly delays crop growth even when temperatures and light levels increase back to acceptable levels
- Fixed: The termite mound would drop itself instead of termites when their supporting block was removed
- Fixed: .reload shapes command was not reloading placed blocks properly
- Fixed: Avoid null reference exception when calling WorldMap.TryAccess when access is not granted despite being unclaimed
- Fixed: Item/tool/material texture folder contained many redundant and non-standard-sized textures. All textures in this folder have been reassigned to other standard textures, or moved. Spear and spearhead itemtype json texture sections reorganized.
- Fixed: Properly use loaded metal variants for all types of blocks and items
- Fixed: Max saturation being reset to 1500 on client side
- Fixed: Game crashing under `.cf sedi 1` plus spawned projectiles
- Fixed: Loading of assets is now fully case insensitive internally. Should fix uppercase/lowercase asset loading issues on modded assets
- Fixed: Crash when parsing json to an AssetLocation using AsObject
- Fixed: DrawSvg,LoadSvg,LoadSvgWithPadding with no color specified would default to fully transparent now we properly load the color from the SVG and convert it to BGRA for rendering
- Fixed: Normalize normal vector before packing to stop bit bleeding (PR 55 by phonon)
- Fixed: BlockLiquidContainerBase TryTakeContent would sometimes give back incorrect stack size
- Fixed: When eating a liquid container with nutrition properties the player's satiety would become NAN and eventually lead to a crash
- Fixed: Properly allow for liquid containers that are edible, and will be eaten when empty
- Fixed: Creative inventory tabs cut off wide text
- Fixed: CollectibleBehavior.GetRemainingDurability() called CollectibleBehavior.OnGetMaxDurability() instead of .GetRemainingDurability()
- Fixed: Interaction help itemstack rendering can go oversize
- Fixed: Rendering ui inventory contents into a framebuffer did not work
- Fixed: Seaweed and Seagrass had EnumBlockMaterial.Liquid instead of Plant
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Quenching, Tempering and Grinding wheel
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- Popular Post
- Popular Post
It was 10 years ago to this day when I set out to create Vintage Story, with the encouragement of my loving wife Saraty. It was just me at first, with Saraty, Luke and Hayden joining forces half a year later. The very first release of Vintage Story followed a month later, a very barebones, creative mode only voxel game experience, which is downloadable for free for those that feel nostalgic. Barely anything more than a tech demo. Since then we've grown to a team of over 20 developers, work on a game engine that has more than 500.000 lines of code, maintain multiple services and platforms and host a discord community of over 120.000 members. 10 years.... a quarter of my life has been dedicated to creating Vintage Story. It has been a fascinating journey. And not just for me! I've had the privilege to work with a talented team and many more contributors to make VS the best it can be.
To commemorate this day, we decided to do a 200 game key giveaway - no strings attached. All we need is an email address to which we'll send the game key if you have been selected. We will not use your email addresses for anything else.
=> Participate in the Vintage Story Game Key Giveaway <=
To everyone that contributed to its development, to those that provided feedback and provided bug reports, to those that uploaded screenshots of their builds or just played the game and gave it a fair shake - you have my gratitude! I am looking forward to the next 10 years of building and creating - together!

Cheers,
Tyron and the entire VS Team
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lol, nice work guys. I fixed it now.
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Dear Player,
you've been warned before on January 12 about excessive posting of memes and offtopic posting in #vintagestory. We use a bot to do the warning and banning, which sends out DMs to the affected users. If you block these, then you might not have gotten that warning, unfortunately. There are also instructions in #rules-and-info as well as the VintageStory channel header to remain on topic and to keep memes to the #memes channel. You have not been singled out, other players with similar behavior have been warned and/or banned as well. The ban is not permanent, you can rejoin in 30 days.
The reason we do this is that we would like to retain #vintagestory as a place you can still have normal conversations. If thousands of users post just a handful of gifs it breaks up text flow a lot where its gets near impossible to talk to users.
It is unfortunate that you see that as draconian and abusive, it is not our intention.
Thank you for your understanding
- Tyron-
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8 hours ago, Facethief said:
@Tyron, your take, please.
We're working on it. Animal foot steps will be a thing Soon(TM)
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Dear Extraordinary Survivalists
v1.21.6, a stable release, can now be downloaded through the account manager.We've accumulated another handful of small patches worthy of a release.

The Lion's Den by Pento, shared in #screenshot on DiscordGame updates
- Everything included in the rc.1 update
- Fixed: Launching a Sailboat spawned it on land instead of in water
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Dear Extraordinary Survivalists
v1.21.6-rc.1, an unstable release, can now be downloaded through the account manager.We've accumulated another handful of small patches worthy of a release.

Little Tractor-Crawler by T͗ͬ̈́h̎ͫ̚eͥ̆̈́_ͩ̓̍O͋wl̃͑̇, shared on #screenshots in Discord
Game updates
- Tweak: Elks and other mountables can no longer use a translocator or teleporters, unless being currently ridden - a player riding an elk, who uses a translocator, teleports both player and elk
- Tweak: Lore hint particles now always spawn, ignoring the player's particles quantity setting
- Tweak: Allow liquids to be chiseled only in creative mode
- Tweak: Small improvement to elk rider animation in idle and walk
- Tweak: New 'manageotherplayergroups' privilege and /group addplayer or removeplayer commands, so that server moderators can deal with abandoned groups (e.g. if all ops leave a group)
- Tweak: Add server audit logging for out-of-range block break/place attempts
- Tweak: Updated community translations
- Tweak: Updated in-game credits
- Tweak: On VintageHosting, on the server dashboard include a reminder that the name needs to be between 4 and 80 characters
- Fixed: Storage vessels were applying double the perish rate bonus
- Fixed: Items stored on shelves would not dry or melt at the intended rate
- Fixed: Prevent the trader menu to be opened by multiple players at the same time, which could be abused
- Fixed: On some occasions, traders walked away from player mid-conversation or stood still after conversations
- Fixed: For traders and villagers, opening the trade window caused the second dialog option also to be run automatically (typically "What's your name?")
- Fixed: Boars and sows not consistently being aggressive to players when piglets are around
- Fixed: Food placed in ground storage could result in empty ground storage blocks if the food rotted
- Fixed: When multiple Hoppers in different places picked up items at about the same time, some items could be teleported from one hopper to another
- Fixed: Beehive kiln and cementation furnace consumed fuel even when not processing, when the structure was partially loaded across chunks
- Fixed: Placing straw dummies always positioned them on the very edge of blocks
- Fixed: Some ropes not properly loading from a savegame to client side
- Fixed: Flowing lava blocks now start their particles at the correct height
- Fixed: Devastation Area ground level could have chunk borders if originally generated in an earlier game version and /wgen regen used
- Fixed: On very old worlds (1.18 or earlier) the pan would result in only Homo Sapiens mode drop chances
- Fixed: In vast caves or when standing below large structures or floating islands, a chunk directly above the player was sometimes invisible
- Fixed: Rare error when generating a weather dust particle for a not-fully-loaded fruit tree
- Fixed: Beehive Kiln doors could cause crashes in multiplayer. Github #5170 and #7226
- Fixed: Rare crash relating to insect sounds. Github #7201
- Fixed: Rare crash from async particle spawn
- Fixed: Crash when Ctrl+scroll up on the firepit input slot
- Fixed: Rare crash when copying the Resonance Archives
- Fixed: Potential crash on player death with no specific damage source (e.g. from combustion)
- Fixed: Potential crash with BodyTemperature system during server shutdown
- Fixed: Potential crash when trying to spawn a cube particle from a LooseItemFoodSource
- Fixed: Potential crashes if certain game folders (Logs, Saves, Macros) were not found
- Fixed: Potential client crash in windowed mode when the game fails to center the game
- Fixed: WorldEdit chisel tools crash when holding an item instead of a block
- Fixed: Pasting line breaks into single line text field showed up as a missing character
- Fixed: Certain errors seen in logs on multiplayer servers
- Fixed: When the --dataPath argument was used, the game sometimes created unneeded directories
- API Tweak: Added to IBlockEntityContainer a new method CheckInventoryClearedMidTick() - this may affect a small number of mods which use this code, apologies, mod breakage was not intended
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One thing though for which I will abuse my admin rights and post on a locked topic:
We can't please everyone, someone will always be mad:
a) I under promise on rivers: People are mad because a mod already did it
b) I over promise on rivers: People are mad if we can't deliver on it or the update takes too long
c) We copy the rivers mod unchanged: People are mad that we don't put effort into it, when it has bugs, suffers from mod-ability and the code becomes unmaintainable
d) I don't promise anything: People are mad we don't get enough content done / don't implement whats on the roadmap
All of us only ever can see a partial picture of the full situation and react accordingly. And that's okay. What I do ask for is that you remain friendly and cordial with one another. We're all on the same boat. Anyone who posts here cares for the game. I think we all need to remind ourselves from time to time that opposing opinions, no matter how wrong they sound, are not a problem, but an opportunity to learn on how to act more virtuously.-
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Both sides here tend to get into overheat mode. I will lock this post, I don't think anything positive can be gained from a 2-sided flame-war.
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Dear Extraordinary Survivalists
v1.21.5, a stable release, can now be downloaded through the account manager.We've accumulated a handful of small patches worthy of a release. The "/db prune" command should now finally work fully, but we still recommend making a backup of your savegame before using it.

Shuttlecraft interior by Cygnus656, shared in #screenshots on Discord
Game updates- Tweak: /db prune command now has an additional optional argument for game version: if specified, everything below that version will be preserved. [Example: to prune away chunks generated in 1.21.2+ to clean up chunk borders and have those same chunks regenerate cleanly in 1.21.5, while keeping the chunks generated in game versions older than 1.21.2 which don't have the chunk borders issue, you could use command: /db prune 3 drop confirm 1.21.2]
- Tweak: Higher performance /db prune command (completes more quickly, less RAM burden)
- Tweak: Minor fixes to ruins, and 5 new ruins that didn't make it into the game last update
- Fixed: In older savegames continued into game version 1.21, chunk borders were sometimes possible in areas newly generated in 1.21.2 or later, close to areas generated in 1.20 or earlier. [Details: most likely to occur if a 1.20.12 savegame was updated directly to 1.21.2 or 1.21.4, or possibly if there are regions of the world which were just not visited much while playing 1.21.0 or 1.21.1. Chunk borders can be cleaned up either using the command: /wgen regen 1 at the affected location, or for the whole map using the /db prune command, see full example of this command above. A backup of the world first is advisable]
- Fixed: Command /db prune should now work properly. [Notes: Use with care, it's a powerful command, can take a few seconds or minutes to run. Essentially it can remove parts of the map already generated in earlier game versions so that they can be regenerated with fresh 1.21.5 worldgen and bugfixes, while preserving any parts of the map which have player builds, farms, roads or mines. A backup of the world first is advisable]
- Fixed: Odd behavior of projectiles in water, they now decelerate a lot faster
- Fixed: Gaps in water surface near underwater ruins
- Fixed: Rice and flax grain were being eaten by animals when they should not
- Fixed: Hot ingots placed on the ground could become invisible in some circumstances. Github #6804
- Fixed: Rare crash when clicking on empty ground storage with buckets etc. Github #7277
- Fixed: For Mac installations, the packaged fonts should now be available
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Dear Extraordinary Survivalists
v1.21.2 and now v1.21.4, a stable release, can now be downloaded through the account manager.
Nearly 150 tweaks and fixes later, v1.21.2 is now ready![Edit:] Also released 1.21.4 to address a few new issues introduced unintentionally in 1.21.2:
Tweak: Improved elk passenger animations
Tweak: Update community translations
Tweak: New command /dweather reset allows single players and server admins to reset Rift activity (needed if it was stuck in 1.21.2)
Fixed: Client crashes in 1.21.2 with a sailboat a few hundred blocks away
Fixed: Rift activity unchanging for up to 50 in-game days after updating from a existing game world from 1.21.1 or earlier
Fixed: Opened crates with certain types of contents (e.g. flax grain) rendered as unknown blocks. Github #7235
Fixed: Labeled chests label text was invisible, and fix lighting on the first sign drawn(there was a v1.21.3 for a few brief minutes, now replaced with v.1.21.4)

Screenshot by 7Embre, shared in #screenshots on DiscordGame updates since 1.21.1
- Tweak: Moon appearance reverted to a squared appearance, but with correct level of illumination
- Tweak: Reduce mob spawn on medium, high and very high rift activity (low and apocalyptic activity unchanged)
- Tweak: First 3 days in game now start with low rift weather (for real this time!)
- Tweak: Further buffed the Rift Ward (radius 40 => 50 blocks, 14 days fuel => 21 days fuel per temporal gear, 5% chance of failing to block rifts => 2.5% chance of failing to block rifts)
- Tweak: Reduced bear spawn chance back to 1.20 levels
- Tweak: More intense torch particles
- Tweak: Sleek doors are now airtight, and will create a room such as a cellar or greenhouse
- Tweak: Stone spears can now be ground stored on 2-block high walls instead of 3.
- Tweak: Tool and Ingot molds show metal breaking when using a chisel
- Tweak: When breaking ingot molds, only the one you're pointing at will break
- Tweak: Height of ground-placed hitboxes of crucibles, crocks, and pots reduced to make it easier to target them when placed on a table
- Tweak: Pillion now has max stacksize of 1, consistent with saddle and other elk tack
- Tweak: Scrambled eggs meal model revised and updated to have melted-cheesy-goodness!
- Tweak: Updated community translations, added a Hungarian translation
- Tweak: Game now removes username from file paths printed in log files
- Tweak: Added player pitch to the HUD debug screen
- Tweak: Add debug logging for villagers spawning and de-spawning
- Tweak: Command entity selector can now specify a tag to match, e.g. e[tag=helloworld]
- Tweak: Command .debug wireframe now has an alias: .debug wf
- Tweak: New command /entity find to find specific entities (e.g. missing villagers), usually accessible to server moderators
- Tweak: Certain other /entity information commands (e.g. /entity count, /entity countg, /entity list, /entity locateg) are now usually accessible to server moderators
- Tweak: Catch the most common OpenGL errors at startup and provide more helpful error message. Github #6888
- Tweak: On Linux installations, revert using DRI_PRIME=1 by default [Details: that setting may select the wrong GPU on some systems, if the dedicated GPU is actually 0. So now the setting is not present by default, but the player can easily uncomment that line in the run.sh to enable it if appropriate for that system, has to be done manually for now.]
- Tweak: On MacOS installations, enable .Net server garbage collection to help with constant lag spikes
- Tweak: For Intel Arc GPUs, add recommendation about allowSSBOs setting at game start
- Performance: Higher frame rate when rendering large numbers of signs
- Performance: Improved loading times for translocators, teleporters, rift wards (and cheese curds bundle!)
- Performance: Improved loading times for large numbers of signs
- Performance: Improved loading times for large numbers of crates and labelled crates
- Performance: Improved loading times for barrels (on both server and client)
- Performance: Fixed various potential memory VAO memory leaks on game exit (seen in client-debug.log)
- Fixed: Some poultice healing still cancelling when in the air
- Fixed: Bandages could not be used while jumping
- Fixed: Player hunger sometimes not decreasing for a long time, after combi of a large meal and healing. Github #5688 #5815 #5516, with thanks to @traugdor
- Fixed: Player could be rail-roaded (sideways movement blocked) when walking along a path edge
- Fixed: Player not able to step up small heights when they formed a corner
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Fixed: Elk fixes
- Lots of work to fix jitter and animation syncing oddities when riding an Elk in Single Player and Multiplayer. Plus tighter controls
- Elk with a snaffle bridle would keep walking forwards if only left/right movement buttons were pressed
- Elk body could be tilted the wrong way when it steps down or up, especially while walking backwards (the fix applies to all creatures but most obvious on a ridden Elk)
- Fixed dead tame and semi-tamed Elk would remain standing up
- API Fixed: Unable to place saddle on semi-tamed Elk
- Fixed: Temporary workaround: If entities/tooltips become invisible, turning Ambient Sound level to 0 should now fix it. Github #6946
- Fixed: Missing self teal glow after respawning
- Fixed: Flat fog from weather no longer reduces deep cave visibility
- Fixed: Long-standing lighting bug where rooms and caves do not always become dark when closed. Github #6717
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Fixed: Many issues with the 2nd boss fight
- Fixed hideous flight paths
- Fixed hideous hurt animation when it was on ground
- Shields not blocking projectiles if they came from a relatively high angle
- Not able to hit boss when inside its hitbox
- Picked up projectiles turning into stones when collected
- Stays a little longer on the ground on the slam attack for melee attacks and no longer slides away
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Fixed: Village fixes
- Villagers and lore mobs (drifters etc) no longer attack each other. Villagers attempt to flee from lore mobs when in close proximity
- Make villagers clear their hands before holding weapons
- Bowls in the village were missing
- Attempt to fix Wall getting stuck at north gate
- Fixed Kat getting stuck in her house at certain times and situations
- Fixed a villager buying and selling things that he shouldn't (Folds)
- Fixed: Excavating out a ruin in sand did not remove the sand first
- Fixed: Players were able to use a knife to remove decor from chiseled blocks in claimed areas
- Fixed: Propick density search mode readings in areas originally created in very old saves (1.18 and older) could become incorrect when nearby (map border) areas were generated in game version 1.21.x
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Recipe fixes:
- Cupronickel plates and nickel plates did not have smithing recipes so could not be smithed
- Wood path recipe is no longer shapeless, to not conflict with the crate recipe
- Packed dirt recipe required a blank top row in the grid
- Clay forming recipe for hoe mold did not match the shape of the output mold
- Fixed: Z-fighting on distant wood path
- Fixed: Rift Ward carried in hands was right in front of your face
- Fixed: Block breaking overlay missing on all chiseled blocks
- Fixed: Wrong block breaking overlay on tool and ingot molds
- Fixed: Block breaking overlay on trunk not disappearing in some cases
- Fixed: Pick block will properly select the ingot mold you are pointing at
- Fixed: Quern handles z-fighting with adjacent forge (they'll still clip)
- Fixed: Cozy bed did not have sleep hours
- Fixed: Bear hide leg armor selection box when dropped on ground was way off
- Fixed: Dark fins on salmon and mahi-mahi
- Fixed: Resolved an issue where failing to set up a player on their first join could prevent them from being saved correctly in the savegame
- Fixed: Placing beams in Immersive First-Person mode was fiddly because of small camera motion right on placement
- Fixed: Mitigated crucible pouring particles were way off
- Fixed: Particles falling on fence floating mid-air
- Fixed: Art objects were sunken into base of display cases
- Fixed: Adult pigs were not being aggressive towards the player when piglets were around
- Fixed: Ratlines on sailships could not be mounted
- Fixed: Labeled chest wouldn't let you properly type in full width messages (note: there is a known issue, chest label text is now invisible in 1.21.2)
- Fixed: Animals in basket traps which had been caught in 1.20 and earlier game versions could not be released in 1.21.x
- Fixed: There could be incorrect block shading next to stairs in some orientations
- Fixed: Adding a single shield to the armor stand rendered two of them - one on each hand
- Fixed: Might reduce mobs clipping into player as they run towards them
- Fixed: Thatch blocks had poorly aligned textures and incorrect textures. Now should match hay blocks better
- Fixed: In handbook, margins on grid recipes would be incorrectly scaled on non-default GUI scale sizes
- Fixed: Handbook grid recipe spacing for bear pelt recipe was incorrect for some GUI scales
- Fixed: Handbook search input would always reset once a tutorial was started
- Fixed: Logged error when placing Base Return Teleporter
- Fixed: Clay tile pile shape was missing
- Fixed: Some wolf animations playing when they should not
- Fixed: Crash when breaking invalid chiseled blocks in ruins
- Fixed: Crash when breaking an anvil mold
- Fixed: Rare crash when another player holds hot items in tongs. Github #6783
- Fixed: Occasional crash when typing that would delete selected text
- Fixed: Game crash when clicking tutorial links to open the handbook
- Fixed: Rare crash for Hopper picking up food item during off-thread item physics
- Fixed: Prevent game crash when ground storage placing above world height. Github #7023
- Fixed: Minor fixes and changes to story locations and one ruin
- Fixed: Errors during worldgen when generating the story locations
- Fixed: Tower elevator up/down arrows were hidden by the up/down levers when player was seated at the elevator position in front of the up/down levers
- Fixed: Multi player fight Eidolon dropped elucidatory vessel at >1 stack size instead of multiple with 1 stack size
- Fixed: Missing death message translations for deer and goats
- Fixed: Missing language string for dead partially tamed elk, and inconsistent capitalization for other elk
- Fixed: Unable to type a - symbol into an empty number input box for negative numbers
- Fixed: Ctrl/Shift modifier no longer working on number inputs in GUIs
- Fixed: In Settings, a slider could occasionally crash when being scrolled with the mouse wheel
- Fixed: When loading older save games in 1.21.x, only update region maps if necessary
- Fixed: Command /weather setw still did not clear fog from sandstorms
- Fixed: Allow command /fixmapping applyall force to be run from the server console
- Fixed: Reduce the incidence of a rare shader compile error on certain GPUs. Github #7015
- Fixed: Re-add ModMaker to the Mac build
- API Note: Calendar.TotalHours had bad documentation. It is not the amount of hours elapsed since game start, but amount of hours elapsed since january 1st of the year the game world started. To get actual game start ingame hours you can now use Calendar.ElapsedHours - which already existed before but returned the wrong value
- API Tweak: Make EntityBehaviorRideable.GetNextGait() virtual, as well as EntityBehaviorGait.SetIdle() and IsIdleGait()
- API Tweak: The categorycode for the utilities slot has now been broken up into different codes for different types of items. These include: "pot" for cooking pots and crocks, "bladefalx" for falxes, "blade1m" for weapons about 1m long, "bowsmall" for simple and crude bows, and "bowlong" for recurve and long bows.
- API Tweak: Mortally woundable behavior now checks animation code names from the entity json, instead of animation names directly
- API Tweak: Allow a renderer, when registered, to also reserve a range within RenderOrder for itself and one other renderer type
- API Tweak: Attempt to kill game on launch if a mod assembly is already loaded
- API Fixed: BlockEntityBookshelf NRE crash when using a modded bookshelf with no type
- API Fixed: Single ingredient modded pies show incorrect name in handbook
- API Fixed: Handbook would freeze game entirely sometimes when looking at ingredients for meals with a Quantity set higher than 1
- API Fixed: Modded tool molds would not always display proper output in handbook
- API Fixed: Crash if a mod added the ability to place bowls on elk, boats, or similar
- API Fixed: Duplicate keys are created for POI Registry dictionary - wispae
- API Fixed: Defining any textureSizes: [] in a model caused it to ignore the default TextureWidth/TextureHeight
Game updates since v1.21.2-rc.3- Fixed: Broken player rendering when revisiting a sailboat
- Fixed: Constantly changing rift activity introduced in 1.21.2-rc.2
- Fixed: Version 1.21.2-rc.3 would fail to start on some hosted Linux servers
- Fixed: Furniture trader was selling raw fireclay. Now it's the commodity trader
- Fixed: Player hunger fix was not applied
- Fixed: suppressDesertStorm worldconfig not working
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12 minutes ago, Teh Pizza Lady said:
Oh hmm... okay. I see. So it will just be reset every tick when the EntityBehaviorHealth class OnGameTick method triggers the call to ApplyRegenAndHunger. Hmm... so this means that the EntityBehaviorHunger class OnGameTick method still will not trigger ReduceSaturation until hungerCounter stops being reset?
I can live with that, though I think I would like to see the normal hunger mechanics not be paused by the hunger drain caused by health regen. But hey, that's what mods are for! LOL
thanks for that remark, i'll talk with the coders about it
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1.22.0-rc.7 - Fishing, Mechanisms, Metalworking and More!
in News
Posted
yep, thats the one