- Servo - Blood tank - Heart monitor - Gentle drag tool - Blood vessel wire - Transfers blood vessel contents from limb to limb - Coagulation Syringe - Two extra channels for activation signals - The new channels will be able to allow machines to perform different actions - Signal channel converters - All powers now have effects - The Winch machine will now toggle an internal battery when activated with a red signal - Vehicles reverse their gear when activated with a red signal - Electromagnets will reverse polarity when activated with a red signal - Option to disable selection outlines - Statistics screen - Some statistics are stored by Steam. Others will only start counting from this update onwards. - ModAPI.RegisterTool<T> function. This allows modders to create custom tools. - ModAPI.RegisterPower<T> function. This allows modders to create custom powers. - You can inherit AOEPowerTool to easily create AOE powers
Changed
- Decreased human drown time to 90 seconds (used to be 120 seconds) - Icons - Humans receive less shock when shot - Zombies are no longer immortal and can be killed when severely damaged - Extremely damaged dead bodies are unable to be zombified because they wouldn't survive even as a zombie - Humans have a small chance to survive severe damage to the head - Crossbow texture - "Expanded decals" is now "Fancy effects" and will toggle several other effects too (mainly water splash particles) - The Gorse is now immune to acid - Blood circulation calculations
Fixed
- Context menu activation not being a direct activation signal - Some EMP related problems - Some rendering performance problems - Airfoil outline rendering - Drag tool inconsistencies - Arm flailing when shot in upper chest - Local contraption paths. This should make many corrupt contraptions readable again
- Lighting - Torch - Flashlight - EMP generator - Metal pole - Wooden pillar - Pulse Drum gun - CreateLight function in ModAPI - Invalid contraption name notification
Changed
- Floodlight sound - Steel binding is a bit less fragile - Stunner effect - Anchor texture - Workshop contraptions are only loaded once on startup now - The Jukebox can now be destroyed - Decreased human g-force damage - Steel Binding gets weaker the more burnt attached objects are - Blood particles are no longer drawn on top of the bounds
Fixed
- UI navigation interference - Some selection outline issues - Minor bugs - Performance improvements - Unnecessary memory usage - Invisible pause menu bug - Wire deletion UI is now drawn over everything else
- Sticky grenade - Brick cube - Metal cube - Metal pyramid - Small button - Dampening box - Conveyor belt - Ion Cannon - Clamp - Settings button - Environment options panel - Clear debris button - Fragmentation explosives can more easily dismember limbs - Screenshake intensity slider - Joint stress indication in Detail view - Buttons to enable/disable all mods - Indicator whether or not Steam has been properly initialised - Electronics tag - "IonExplosion" and "Vapor" particle effects have been exposed
Changed
- Rewrote nuclear explosion behaviour and redid particle effects - Thruster particle effects - Thruster textures - Shortened thrusterbed warmup - Shrunk COM gizmo - Decreased range and shockwave intensity of grenades
Fixed
- Minor optimisations - Impact force calculations - Limb crush calculation - Thruster burn area calculation when resized - Auto exposure is no longer tied to the time scale - Generator particles now scale properly - Some audio priority issues
Removed
- Generator electricity sound - Buttons no longer emit electricity
- Confirmation dialog when attempting to overwrite a local contraption - Stormbaan lightning gun - (Modding) PhysicalBehaviour.RefreshOutline method that will reset the outline object to the current sprite. This method is also automatically called when the user changes the sprite of an object that uses RandomSpriteBehaviour
Changed
- Contraption save screen is now a dialog box - Slider has less resistance - Destructible cable now has a variable force threshold based on the mass of the attached objects - Settings menu is now separated by category
Fixed
- Busses are more stable. This will break some older contraptions with busses in them. - Debris created by destroyable objects will now properly be removed when undoing their creation - Motorised wheel collider is more accurate now - Motorised wheel no longer causes inaccurately serialised wires - Fixed the godforsaken car texture - Steel binding not being broken by lasers and Beam rifle beams
- OnLoad method for mods. This is a static method that will be invoked after all mods are loaded. This is unlike the Main method which is invoked when the catalog is populated. - ModAPI debug drawing feature - ModAPI.PixelSize constant
Changed
- Updated to Unity 2020.1.0f1 - Fire looks better when moving fast - Beam Rifle texture - Beam Rifle recoil increase - Decreased bullet drop - Decreased bullet impact sound volume
- Slight bullet drop - Tracer speed based on actual round speed - ModAPI.Register<T> - This function accepts a generic type parameter that derives from MonoBehaviour. These components will be created in and will exist from map load to map unload. You can use these to run scripts in the background. - PhysicalProperties.LodgeStrengthMultiplier - This field determines how difficult it is to pull the object out if it has been lodged into something. It is set to 1 by default.
Changed
- Slipperly soap - Androids are now a little tougher yet again - 120mm cartridge is now 30mm
Fixed
- Timed Gate bug - Tracer resize bug - Tracer water bug - Mod active status change when mod updates - Bullets hitting their origin weapon - Minor performance improvements
This is just a very tiny hotfix for the tracer freezing problem :( I keep having to do this. Release a thing and then fix said thing the morning after. I swear this isn't on purpose.