Much better bells. You can select a piano key in the context menu.
Infrared thermometer
Liquid outlet
Thermal vision
Vases
Wire direction snapping
Detached 30mm HEAT autocannon
Entities feel momentary pain when stunned
"Stop animation on damage" setting
"Set object temperature" context menu option
Escape key escaping things
Objects are now destroyed if they are out of bounds for over 5 seconds
"Recompile" button that is shown when a mod failed to compile. This way you don't need to restart the entire game when you are developing a mod.
Maximum mod compilation duration setting. 10 seconds by default. A mod is only allowed to take this amount of time for compiling, otherwise its terminated and ignored.
Blood decal & particle colours are now accurate to the actual liquid inside the body
Water cleans objects
Balloons now pop under pressure
Exit wounds for stabbing
Humans can get paralysed if their spine breaks
There is a chance that an injury punctures the lungs of a human, which can cause low oxygen levels and death
Organisms now have specific "vital" spots inside their body. For example, head injuries are no longer necessarily a brain injury.
Organisms can now bleed internally. Internal bleeding can cause many issues, most obviously twitching, slowness, and loss of balance (in case of a head injury). Major internal bleeding results in death.
More intense bullet metal impact sounds
If set to "Drain", the blood tank can now spill into other containers. This means you can make finally a nitroglycerin shower. It can also spill onto non-container objects, but this will not transfer the liquid effects onto that surface.
Firearms can accidentally discharge when dropped
Multiselect using shift (by default)
Toybox size is now remembered
A few optional keybinds
Unbind button in keybind menu
Changed
Humans regenerate limb integrity slowly
Lowered contraption spawn outline delay
Living tissue regenerates visual blunt damage slowly
Adjusted impact damage so that head injuries are more dangerous
Fire kills less quickly
Increased general impact damage severity
Decreased blood impact particle intensity
Decreased bleeding particle intensity
Other minor changes to humans
Disassembler is more likely to disintegrate things
Increased maximum bullet penetration iterations to 128. This will make thick, soft obstacles more penetrable.
Some firearm SFX changes
Wood impact SFX
Increased blood vessel wire transfer speed
Minor changes to liquid rules
Minor changes to the machine gun and 30mm cartridge
Joint stress sound rate
Beam rifle now heats up objects it strikes
Blaster bolts heat up objects that they reflect off of
Preview 1.22 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).
1.22 - ?? 2021
Added
Much better bells. You can select a piano key in the context menu.
Infrared thermometer
Liquid outlet
Thermal vision
Vases
Wire direction snapping
Detached 30mm HE autocannon
Entities feel momentary pain when stunned
"Stop animation on damage" setting
"Set object temperature" context menu option
Escape key escaping things
Objects are now destroyed if they are out of bounds for over 5 seconds
"Recompile" button that is shown when a mod failed to compile. This way you don't need to restart the entire game when you are developing a mod.
Maximum mod compilation duration setting. 10 seconds by default. A mod is only allowed to take this amount of time for compiling, otherwise its terminated and ignored.
Blood decal & particle colours are now accurate to the actual liquid inside the body
Water cleans objects
Balloons now pop under pressure
Exit wounds for stabbing
Humans can get paralysed if their spine breaks
There is a chance that an injury punctures the lungs of a human, which can cause low oxygen levels and death
Organisms now have specific "vital" spots inside their body. For example, head injuries are no longer necessarily a brain injury.
Organisms can now bleed internally. Internal bleeding can cause many issues, most obviously twitching, slowness, and loss of balance (in case of a head injury). Major internal bleeding results in death.
More intense bullet metal impact sounds
If set to "Drain", the blood tank can now spill into other containers. This means you can make finally a nitroglycerin shower. It can also spill onto non-container objects, but this will not transfer the liquid effects onto that surface.
Firearms can accidentally discharge when dropped
Multiselect using shift (by default)
Toybox size is now remembered
A few optional keybinds
Unbind button in keybind menu
Changed
Humans regenerate limb integrity slowly
Lowered contraption spawn outline delay
Living tissue regenerates visual blunt damage slowly
Adjusted impact damage so that head injuries are more dangerous
Fire kills less quickly
Increased general impact damage severity
Decreased blood impact particle intensity
Decreased bleeding particle intensity
Other minor changes to humans
Disassembler is more likely to disintegrate things
Increased maximum bullet penetration iterations to 128. This will make thick, soft obstacles more penetrable.
Some firearm SFX changes
Wood impact SFX
Increased blood vessel wire transfer speed
Minor changes to liquid rules
Joint stress sound rate
Beam rifle now heats up objects it strikes
Blaster bolts heat up objects that they reflect off of
Lingering limb status UI things after deserialisation
Conveyor belt pinning serialisation issues
Lingering objects after disintegration
Removed
The old bells. Contraptions with old bells in them will still work.
PersonBehaviour.AverageAngle
"Liquid overflow limb exploding" setting
Updated modding wiki
Many new articles have been added to the modding wiki, as well as a sprite asset browser.
I waited so long for this?
Yes. I am so sorry. We've been working on a different game as well, which has slowed down this game's development. Now I spend half the day working on the unreleased game and the other half on People Playground.
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.