Underwater objects may transfer charge to other near underwater objects
Tempered glass pane
You can hold M (can rebind) while using pins to snap to the center of mass of the undelying object. This is useful for things like putting pins in the exact center of wheels. It also magically allows you to put pins outside the object. This may be extended to other tools in the future, but it's just pins for now. It's pins.
Liquid container pressure now travels through valves and such. This may introduce some unfamiliar, however correct, behaviour.
ModAPI.OnLinkCreated and ModAPI.OnPinCreated events. The modding wiki is being worked on intensely so these events may not be documented for a while. They are invoked when a link device is created (currently only the phase link) and when a pin is created, respectively.
Preview 1.20 is now live on the preview branch. Please report any bugs here and follow the instructions carefully.
This is a preview branch. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
I am no longer gone. I was taking a break as suggested. It was cool and all but I didn't sit around doing nothing. I've made good progress on the proper documentation for the game. Thanks for waiting.
1.20 - July ?? 2021
Added
Lava map
Lava pool to Hybrid
Buttons have a double trigger mode
Underwater objects may transfer charge to other near underwater objects
Tempered glass pane
Liquid container pressure now travels through valves and such. This may introduce some unfamiliar, however correct, behaviour.
Changed
Rewrote button behaviour
Default value for "Liquid overflow limb exploding" setting is now "Disabled"
Made the "Pacifist" achievement less strict.
LMG belt is now lighter
Minor texture changes
Hybrid thumbnail change
Extended environmental setting numerical limits. Gravity can now go from -200 to 200. Ambient temperature can now go from -100 to 9000 degrees C
ExplosionCreator.CreateExplosionWithWater no longer asks for a water surface level
Fixed
Human visual wound serialisation issues
Acid inconsistencies
Limb crushing inconsistencies
Impact intensity inconsistencies
Performance improvements
Syringe and other stabby item problems to do with limb crushing and disintegration
Pink enhancing serum can no longer weaken limbs
Major water bugs (this changes the WaterBehaviour significantly and if your mod depends on this then it will break)
Removed
That "Made it easier to grab moving objects while following them" thing is gone because it actually made things less easy
Hold the spawn key when spawning contraptions to see their silhouette before placing them down. This only applies to all contraptions saved in or after this version. This also applies to copying/pasting using the shortcuts.
Empty syringes can push, pull, or be idle. Just like the blood tank.
Limbs no longer have an upper bound on their liquid capacity.
Liquid identifying machine. It displays the make up of its contents.
Blood tank context menu options for each mode
Gate "max power" property that you can set using the context menu.
Minor details to most maps
Brightness setting
Changed
The entire syringe system. This will destroy all syringe mods created before this version. All syringe behaviour is now based on liquids. Syringes are liquid containers and every syringe effect is the result of foreign liquid entering the circulation. All syringes, except the empty syringe, are infinite. Attention to modders: you can derive from "OldSyringeBehaviour" instead of "SyringeBehaviour" if you want to keep using the old system.
Almost all spawnable item thumbnails
Map ambience is now stereo
Bandages will now prioritise connecting to the same object. This makes applying bandage a lot easier.
Beings react a little more intensely to being shot
Underground tunnel in Hybrid is better lit
Syringe appearance
Made rope catenaries more accurate
Minor performance improvements
Made context menu scrolling faster
Balloons pop sooner
Some electronics are shielded from heat damage on spawn
Nitroglycerine is now harmful in large doses
Fixed
Shock detector not sending out a signal to all channels
Some platform specific overrides
Audio sliders not updating the volume while sliding
Gate not having the correct threshold input dialog
Odd transmitter sound artifacts & other issues
Framerate dependent splash effects
Potential audio clamping bug
Major liquid system problems. This may influence older saves with humans in them.
Major serialisation issues
Blood tank drain particles being the incorrect colour
The inspector window "blood amount" value no longer counts other liquid types
Preview 1.19 is now live on the preview branch. Please report any bugs here and follow the instructions carefully.
This is a preview branch. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
[1.19] - ?? 2021
Added
- Rope - Stronger spring variant - Empty syringe - Ceiling sentry turret - Mending syringe - Hold the spawn key when spawning contraptions to see their silhouette before placing them down. This only applies to all contraptions saved in or after this version. - Empty syringes can push, pull, or be idle. Just like the blood tank. - Limbs no longer have an upper bound on their liquid capacity. - Liquid identifying machine. It displays the make up of its contents. - Blood tank context menu options for each mode - Gate "max power" property that you can set using the context menu. - Minor details to most maps - Brightness setting
Changed
- The entire syringe system. This will destroy all syringe mods created before this version. All syringe behaviour is now based on liquids. Syringes are liquid containers and every syringe effect is the result of foreign liquid entering the circulation. All syringes, except the empty syringe, are infinite. Attention to modders: you can derive from `OldSyringeBehaviour` instead of `SyringeBehaviour` if you want to keep using the old system. - Almost all spawnable item thumbnails - Map ambience is now stereo - Bandages will now prioritise connecting to the same object. This makes applying bandage a lot easier. - Beings react a little more intensely to being shot - Underground tunnel in Hybrid is better lit - Syringe appearance - Made rope catenaries more accurate - Minor performance improvements
Fixed
- Shock detector not sending out a signal to all channels - Some platform specific overrides - Audio sliders not updating the volume while sliding - Gate not having the correct threshold input dialog - Odd transmitter sound artifacts & other issues - Framerate dependent splash effects - Potential audio clamping bug - Major liquid system problems. This mayinfluence older saves with humans in them. - Major serialisation issues - Blood tank drain particles being the incorrect colour - The inspector window "blood amount" value no longer counts other liquid types - Shotgun collision boxes - Abyss uneven platform height - Missing Physics Gun init sound - Human reaction to disconnected limbs burning
- Animations for most traditional firearms - Living things now have an internal temperature - Internal temperature is shown in the Inspector panel
Fixed
- Muzzleflashes not correctly scaling - Environment tab not resizing with the containing panel - Broken chair being way too rigid - Table & chair being too resilient - Weird text rendering artifacts (long overdue) - Organisms not burning correctly
- Ion thruster - Flintlock pistol - Lance - Most explosives heat up affected objects - Utility workshop tag - An alert that tells you which mods are significantly affecting load times - Small button to export game debug info - The toybox panel is now resizable - Wooden furniture is now destructible
Changed
- Rewrote most Steam integration, mod loading, and contraption loading to be done in the background. This should fix the phenomenal startup times if you have hundreds of mods. Do note, however, that I can't control what modders make their mods do upon loading. Some mods may still freeze the game and there's nothing I can do to prevent that. - This update will forcibly recompile all your installed mods. If you have lots of them, this will take a while. This will only happen once, though. - Also switched to Facepunch's C# implementation of Steamworks which you won't really notice. - Minor changes to some particle effects - Completely changed the settings menu. It is no longer a weird game of Tetris - Disallowed mods to use shady code (toggleable in settings) - Tank shells are explosive - Made humans less resilient to extreme ambient temperatures - Light bulbs are less hot - Slight texture changes - Energy swords deflect blaster bolts and other energy projectiles - Energy swords collide with other energy swords - You can now stop resizing without having to right click the object specifically - "Double delay" and "Half delay" type buttons are replaced with a simple number input dialog box. - Fire spread radius decreased - Replaced fireworks SFX - Minor changes to firework particles - Fireworks fuse length is now slightly randomised - Minor performance improvements - Changed blaster impact remnant effect - Machine blaster bolt is slightly less bright - Made all guns (for humans) much lighter and decreased their recoil - Made the submachine gun a little smaller
Fixed
- Useless text in mod error description - Red barrels being unreasonably hard to set off - Bleeding particles appearing outside the bounding box of the limb - Ambient temperature input permanently blocking user input - Strange Tesla coil business - Tank barrel displacement issues - Phenomenal startup times if you have hundreds of Workshop subscriptions - Infinite android "blood" amount - A bug where you sometimes couldn't delete a contraption - Other minor bugs
Now that the Discord server is gone, preview releases will be announced here instead. Preview builds are previews of the next version of the game. These versions are unfinished, probably dysfunctional, probably slow, and may mess up your saves. However, if you're willing to risk all of this to get new features as soon as possible, you are free to opt-in to the preview branch.
WIth that out of the way, 1.18 preview 1 is currently live on the preview branch.
A note to mod developers to have their mods working in 1.18: [expand type=showmore]
Your mod will be rejected by the system if it includes any of the following identifiers: - InteropServices - Diagnostics - Http - FileStream - File
If your mod is being rejected, this is usually because the code includes a 'using' directive followed by an item in the list above.
The "extern" modifier and "unsafe" keyword are also rejected.
[/expand]
[1.18] - ?? 2021
Added
- Most explosives heat up affected objects - Utility workshop tag - An alert that tells you which mods are significantly affecting load times - Small button to export game debug info
Changed
- Rewrote most Steam integration, mod loading, and contraption loading to be done in the background. This should fix the phenomenal startup times if you have hundreds of mods. Do note, however, that I can't control what modders make their mods do upon loading. Some mods may still freeze the game and there's nothing I can do to prevent that. - This update will forcibly recompile all your installed mods. If you have lots of them, this will take a while. This will only happen once, though. - Also switched to Facepunch's C# implementation of Steamworks which you won't really notice. - Minor changes to some particle effects - Completely changed the settings menu. It is no longer a weird game of tetris - Disallowed mods to use shady code - Tank shells are explosive - Made humans less resilient to extreme ambient temperatures - Lightbulbs are less hot
Fixed
- Useless text in mod error description - Red barrels being unreasonably hard to set off - Minor bugs - Phenomenal startup times if you have hundreds of Workshop subscriptions
Everything was slowly burning even though it wasn't on fire. This is my fault for improperly testing things and releasing them anyway. Either way it's fixed now, your version number won't change because who cares at this point