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Rapporter et problem med oversettelse
So here are the modding changes of the update:
- Added "AllowAsBiomeGate" property to location types to make it possible to prevent specific location types from being used as the biome gate locations. Previously this was hard-coded: any location with an outpost was allowed, excluding the vanilla "abandoned" location type.
- The equipment slot icons are now defined in the style xml, making them moddable.
- Fixed crashing when the particle a particle emitter is configured to emit can't be found.
- Fixed bots trying to sit in chairs someone is carrying (not possible in the vanilla game).
- Fixed crashing if a mod contains a wearable that alphaclips other wearables (e.g. diving helmet) and its texture can't be found.
- Fixed linked shuttles getting disconnected from ruins and beacon stations when moving them into place.
- Fixed shuttles attached to ruins, beacon stations and outposts having default crush depth. Now it's forced to at least the depth at the bottom of the level + 1000 m.
- Fabricators can now be made equippable without crashing the game.
- Added "TargetItemComponent" property to statuseffects. Can be used to restrict which components of an item the effect targets.
- Fixed inheriting ragdoll texture not working correctly if you have monster A which is a variant of monster B, and monster B is overridden by a mod (e.g. large crawler when the base crawler is overridden by a mod).
- Fixed StatusEffects that target the parent (= the container an item is inside) not being able to access the properties of the container's components, just the properties of the Item class.
- Fixed crashing if a bot tries to repair with a repair tool that doesn't need any kind of fuel.
- Fixed outpost generator being too eager to use modules meant for a different type of outpost (e.g. abandoned outpost modules in normal outposts) if it can't fit the correct kind of module in the current outpost layout. Now the generator instead tries to change the layout to accommodate for the correct kind of module.
- Fixed MatchOnEmpty and RequireEmpty requiring the whole inventory to be empty even if targeting a specific slot.
- Fixed contained items in contained items being positioned incorrectly when the "middle" container has been flipped from right to left (e.g. railgun shell whose tip is a separate contained item).
- Added IsFlipped property to limbs and characters.
- Conditionals that target limbs can check the character's SpeciesName/SpeciesGroup.
- Always and OnActive effects can be used on limbs.
- Fixed items that are set to display the state of a contained item on the inventory slot (like a gun showing how full the magazine is) always displaying the condition of the contained item, not how full it is. This wasn't a problem in the vanilla game because all vanilla magazines use the condition to simulate the amount of ammo left, but made it impossible to display the state of a magazine that actually contains the bullets as individual items.
- Throwable components can be used in conjunction with Projectile components to create throwable items that can hit and damage characters.
- Fixed bots detaching repairable items from walls when they're trying to repair. Doesn't affect any vanilla content because there's no detachable repairable items.
- Fixed projectiles not sticking to level walls in multiplayer. Does not affect any vanilla content, because there are no projectiles that stick to level walls.
- Fixed ParticleEmitter's DrawOnTop attribute being ignored, causing the DrawOnTop attribute of the particle prefab to always take priority.
- Fixed items deactivating themselves if they have OnContained/OnNotContained effects but nothing else that needs to update (i.e. OnContained/OnNotContained effects not working on items that don't do anything except executing those effects).
- Fixed "packet size exceeded" errors when there's a very large number of items in an inventory (previously only possible in mods, but with the larger stack sizes, also affected the vanilla game).
- Hidden files and directories (ones starting with a dot, e.g. source control folders) aren't uploaded when publishing a mod on the Workshop.
- Fixed penetration defined in RangedWeapon not doing anything.
- Improvements to decorative level object culling. Fixes level objects disappearing from the screen too eagerly when there's lots of objects visible. Rarely occurred in the vanilla game, but was a common problem with mods that significantly increase the amount of level objects.
- Motion sensors set to detect monsters ignore creatures in the "human" group (i.e. you can have friendly non-human characters that are technically monsters, but not have them trigger motion sensors set to only detect monsters).
- Fixed bots ignoring ItemContainer's ContainableRestrictions when reloading ammo (e.g. if you'd set only certain types of ammo to be contained in a loader, bots wouldn't care).
- Fixed only properties that are editable in the editor getting copied to cloned entities in the sub editor. E.g. if you'd edited something like a door's welding state in an item assembly, copypasting the door would make it unwelded.
- New actions for scripted events: CheckVisibilityAction, CountTargetsAction, WaitForItemUsedAction, WaitForItemFabricatedAction, OnRoundEndAction, EventLogAction.
- Made the tutorial objective list non-tutorial-specific and usable in multiplayer, and renamed TutorialSegmentAction as EventObjectiveAction.