1.22 preview


Preview 1.22 is now live on the preview branch.
Please report any bugs here and follow the instructions carefully.
[h2]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).[/h2]
[h2]1.22 - ?? 2021[/h2]
[h2]Added[/h2]
- 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
[h2]Changed[/h2]
- 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
- Increased rocket launcher impact dismemberment chance
- Multi threaded the ambient temperature system
- The ambient temperature grid can now propagate more effectively
- Replaced "Symphony No.40, Mozart" with "Danse Macabre, Saint Saëns 🎃" in the Jukebox.
- Minor changes to keybind page
- "Show selection/freezing outlines" settings is now called "Show hovering highlights". It will also disable the red wire highlights.
[h2]Fixed[/h2]
- Minor optimisation
- Minor bug fixes
- Weird bandage tool bug where you could attach it to other wires
- Water splashing being audible from seven light years away
- Ceiling turret not correctly saving/loading frozen state
- Syringes not being affected by pressure system
- Accidental overwriting of contraptions
- Bug where you could resize the toybox with middle mouse button
- Occasional flashes of light when spawning in items
- Bug causing knockout poison to appear pitch black
- Center of mass being all messed up when the object is resized or flipped
- Pull/push powers occasionally causing teleportation
- Disappearing center of mass etc.
- Accumulator not having a heat shield option
- Object pooling issue
- Lingering limb status UI things after deserialisation
- Conveyor belt pinning serialisation issues
- Lingering objects after disintegration
[h2]Removed[/h2]
- 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.