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Updates and Workshop

[p]Good morning, good afternoon, good evening, and good night everyone![/p][p][/p][h2]The incident[/h2][p]I am not completely done with my confusing, disorganised, haphazardly assembled task list, but I've gotten far enough that I can finally reopen the Workshop without having anything to worry about. Please enjoy and I am genuinely sorry for having it closed for so long.[/p][p]I'm going to be paying close attention to the Workshop with my eyeballs. You might notice some changes in how the game works, and especially in how it deals with mods. First of all, mods no longer auto-update. They need to be manually approved if their contents have changed. This might cause some issues with mods that edit their contents during runtime. They have to be approved every time you load the game. This is something I have to address in collaboration with modders. This should be resolved at some point. The vast majority of mods work fine.[/p][p][/p][p]Extra special thanks to mishanya, who has guided me and helped me directly with the mod loader throughout all of this.[/p][p][/p][p]What have we learnt from this?[/p]
  • [p]I have to pay more attention[/p]
  • [p]Wow, I sure need more moderators[/p]
  • [p]I can't do this on my own[/p]
  • [p]I should've listened[/p]
  • [p]Please be careful on the Steam Workshop[/p]
[p][/p][h2]Updates[/h2][p]The game has updated to 1.27.7, which provides important changes and improvements which are probably not all that exciting to most of you.[/p][p][/p][h3]\[1.27.7] - February 6 2026[/h3][p]Added[/p]
  • [p]Added [c]Stack<>[/c], [c]Queue<>[/c], and others to mod import list[/p]
[p]Changed[/p]
  • [p]Trust cache now takes mod content hash into account[/p]
  • [p]Mods no longer auto-update. They need to be manually approved if their contents have changed.[/p]
[h3]\[1.27.6] - February 4 2026[/h3][p]Added[/p]
  • [p]Various new security measures for mods[/p]
  • [p]Upgraded mod C# version to C# 9[/p]
  • [p]Included [c]AssetBundles[/c], [c]PostProcessing[/c], and [c]Ceras[/c] in the mod assembly list[/p]
  • [p][c]BeforeSpawn[/c]. This function is called right after the object is instantiated.[/p]
[p]Changed[/p]
  • [p]Renamed [c]PerformMod[/c] to [c]PerformAfterSpawn[/c].[/p]
  • [p][c]AfterSpawn[/c] can be null if [c]BeforeSpawn[/c] is not, and vice versa[/p]
[p][/p][hr][/hr][p][/p][p]Thank you for reading.[/p][p][/p]