Hover thrusters can now change height using signals. Red increases hover height by 10 cm every use (or 5 meters per second when used continuously), blue decreases by the same amount.
Changed
Falling animation
Dismemberment is now painful
LED Bulbs can now break
G1 SMG sounds
Fixed
Humans no longer die immediately if their arms are ripped off
Older outlines being all warped
Some effects not being removed when "Clear everything" is pressed
You can now change the range of a detector using the context menu
Red LED, Blue LED, Green LED, White LED
More mystery liquids
Lava pools now work nicely with ambient temperature
All contraptions saved from now on will include a list of required mods. When selecting a modded contraption, the game will display a list of required mods if you don't have them installed or enabled.
Scrollbar to the mod menu and toybox
More ambient sounds
Gate now has a double trigger mode
Some UI sounds
A clear "Steam uninitialised" warning dialog box
Changed
Simplified some object colliders
Bone breaking sounds
Minor texture changes
Missile launcher missile is now disarmed until its fins are deployed
Made the phase link smaller
Ceiling turret moves less smoothly and more robotically
Laser performance improvements
Detector performance improvements
Detector rays are a little brighter
Dialog boxes are clearer now
Other major performance improvements
Hovercars now hover over water
Increased mouse scrolling speed in menus
Some UI sounds
Bone breaking poison is less instant
Decreased the chance for damage to the upper body to do damage to the heart
Changes to the internal map system. Note to custom map creators and users: your maps will inevitably break in the upcoming updates. They may work to an extent but you should consider them obsolete.
Fixed
A broken plate being heavier than a normal one
Display text change dialog not being pre-filled with the current text being displayed
Stuff being rendered outside of map bounds
Some items going haywire inside lava
Context menu closing when the scrollwheel is clicked
Valves still transferring pressure when closed
Channel-related bug with the gate
Liquid related bugs
Detectors, lasers, and the missile launcher detecting themselves when moving fast
Lasers blocking their own beam
Minor disintegration & crushing bugs and also performance improvements
Item persistence bug
A memory leak
Metal detector not considering some items metal
Small buttons going haywire in water and lava
Heartrate Monitor issues
UI lock when attempting to publish a contraption to the Workshop before Steam is initialised
Debris not being scaled with the destroyed object correctly
Camera trying to follow disintegrated/crushed objects
Preview 1.21 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 (or worse).
1.21 - August ?? 2021
Added
Liquid pressuriser
Liquid pressure valve
Destructible activation propagation wires
Hover thruster
Accumulator battery
Automatic spike gun
Red LED, Blue LED, Green LED, White LED
More mystery liquids
Lava pools now work nicely with ambient temperature
All contraptions saved from now on will include a list of required mods. When selecting a modded contraption, the game will display a list of required mods if you don't have them installed or enabled.
Scrollbar to the mod menu and toybox
More ambient sounds
Gate now has a double trigger mode
Some UI sounds
A clear "Steam uninitialised" warning dialog box
Changed
Simplified some object colliders
Bone breaking sounds
Minor texture changes
Missile launcher missile is now disarmed until its fins are deployed
Made the phase link smaller
Ceiling turret moves less smoothly and more robotically
Laser performance improvements
Detector performance improvements
Dialog boxes are clearer now
Other major performance improvements
Hovercars now hover over water
Increased mouse scrolling speed in menus
Some UI sounds
Bone breaking poison is less instant
Decreased the chance for damage to the upper body to do damage to the heart
Changes to the internal map system. Note to custom map creators and users: your maps will inevitably break in the upcoming updates. They may work to an extent but you should consider them obsolete.
Fixed
A broken plate being heavier than a normal one
Stuff being rendered outside of map bounds
Some items going haywire inside lava
Context menu closing when the scrollwheel is clicked
Valves still transferring pressure when closed
Channel-related bug with the gate
Liquid related bugs
Detectors, lasers, and the missile launcher detecting themselves when moving fast
Lasers blocking their own beam
Minor disintegration & crushing bugs and also performance improvements
Item persistence bug
A memory leak
Heart rate monitor issues
UI lock when attempting to publish a contraption to the Workshop before Steam is initialised
Debris not being scaled with the destroyed object correctly
Camera trying to follow disintegrated/crushed objects
Other minor bugs
Removed
The play button on the maps menu. Just double click the map icon.
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