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People Playground News

People Playground Person Plush from Makeship



We're doing a thing with Makeship for a human plushie. I think they look cute. The campaign launches today (27th) and I hope this means a bunch of you are going to be throwing around ragdolls in real life as well.

[h2]Get them on Makeship here![/h2]



[hr][/hr]

Anyway here's the updates I haven't yet talked about:

[h3]1.27.3 - October 25 2023[/h3]

Changed
  • Lowered pain response when shot
  • Lowered adrenaline persistence
  • Increased chance of loss of consciousness when shot
  • Minor improvements to bleeding particles
Fixed
  • Bleeding particle direction being fucked
  • Selection hover thing when laying wires
Removed
  • Foot collider extension


[h3]1.27.2 - October 23 2023[/h3]

Fixed
  • Minor bug fixes :)


[h3]1.27.1 - October 21 2023[/h3]

Fixed
  • Flamethrower and fire extinguisher recoil being wrong when flipped
  • Explosive radius flashing when spawning explosive

People Playground 1.27



[h2]If you are having issues with your camera, uninstall Cloddymod.[/h2]

1.27 - October 21 2023


[h2]Added[/h2]

  • New map: Reactor A5
  • Decoupler
  • Adhesive Coupler
  • Pointer
  • Counter
  • Office Chair
  • Office Desk
  • Office Computer
  • Office Monitor
  • Naval Mine
  • Chain
  • "Mute" context menu option to the Lagbox, Metronome, Missile Launcher, Timed Gate, and pistons
  • Blunt impact can now emit blood particles
  • Blunt impact have a chance to cut the skin open
  • Sound effects for bullet cracks and whizzes.
  • Grid and angle snap size settings with optional keybinds
  • Bus window can shatter
  • Some ambient sounds in the main menu
  • "Artery sections", where cuts and shots will emit a larger, more focused bloodstream


[h2]Changed[/h2]

  • Bullet holes age more visibly and eventually cause larger bruises
  • Casing ejection particles no longer scale with the weapon
  • Closed suspicious mod rejection loophole
  • Made tempered glass shatter quicker
  • Changed map selection buttons
  • The hand grenade now correctly loses its pin and lever when armed
  • Increased default physics iterations to 32
  • Increased maximum physics iteration count to 256
  • Increased minimum physics iteration count to 8
  • Made it easier to select objects inside other objects by prioritising the smallest object under the cursor
  • Improved fragmentation explosion crushing behaviour
  • Organisms can now fully restore their blood levels on their own
  • Missile Launcher missile will now explode when shot with a sufficiently large round
  • Increased headshot fatality rate
  • Slightly increased bullet knockback force
  • Made sentry turret AI more consistent
  • Doubled the lethality of the landmine
  • Changed water surface explosion SFX
  • Lowered wood bullet impact volume
  • Increased ricochet sfx spread
  • Reduced blood impact mist
  • The flamethrower and fire extinguisher now has slight recoil
  • Updated several item descriptions to color code different types of signals
  • Made detail view explosive killzone a vector image


[h2]Fixed[/h2]

  • Mods occasionally failing to upload
  • Rewrote significant parts of the control scheme system, fixing a few inconsistencies, bugs, and "what the hell" moments
  • Humans could live having all their blood replaced with a tasty beverage
  • Zombies healing wounds
  • Cardiopulmonary bypass machine collision serialisation working incorrectly
  • Attachments detaching when weapon is activated using activator electrode
  • Incorrect servo description
  • Immobility field - sentry turret interaction weirdness
  • Heart rate monitor showing 70 bpm when it shouldn't
  • Broken plate debris not showing up when flipped
  • Some more safety
  • EscapeRichText loophole


[hr][/hr]

I expect a few hour-after patches lmao

Originally posted by Me

I need to remind myself to never
make updates large and infrequent. It's a lot better for everyone involved to make them more frequent and not as large. Ideally focused on a theme or single feature implementation.


... is what I said after 1.26 after which I decided to create the most elaborate map so far. I can't promise anything, but I'll try harder to make updates a little smaller and more frequent. I hope. Thank you for your patience (if you had any).

1.27 preview



Preview 1.27 is now live on the preview branch.
Please report any bugs here and follow the instructions carefully.

Note that this build does not include the activation rewrite.

This is a preview branch. It is a work-in-progress. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.


[h2]Added[/h2]
  • New map: Reactor A5
  • Decoupler
  • Office Chair
  • Office Desk
  • Office Computer
  • Office Monitor
  • Naval Mine
  • Chain
  • "Mute" context menu option to the Lagbox, Metronome, Missile Launcher, and Timed Gate
  • Blunt impact can now emit blood particles
  • Blunt impact have a chance to cut the skin open
  • Sound effects for bullet cracks and whizzes.
  • Grid and angle snap size settings with optional keybinds
  • Bus window can shatter


[h2]Changed[/h2]
  • Casing ejection particles no longer scale with the weapon
  • Closed suspicious mod rejection loophole
  • Made tempered glass shatter quicker
  • Increased default physics iterations to 32
  • Increased maximum physics iteration count to 256
  • Increased minimum physics iteration count to 8
  • Made it easier to select objects inside other objects by prioritising the smallest object under the cursor
  • Improved fragmentation explosion crushing behaviour
  • Organisms can now fully restore their blood levels on their own
  • Missile Launcher missile will now explode when shot with a sufficiently large round
  • Increased headshot fatality rate
  • Slightly increased bullet knockback force
  • Made sentry turret AI more consistent
  • Doubled the lethality of the landmine
  • Changed water surface explosion SFX


[h2]Fixed[/h2]
  • Mods occasionally failing to upload
  • Rewrote significant parts of the control scheme system, fixing a few inconsistencies, bugs, and "what the hell" moments
  • Humans could live having all their blood replaced with a tasty beverage
  • Zombies healing wounds
  • Cardiopulmonary bypass machine collision serialisation working incorrectly
  • Attachments detaching when weapon is activated using activator electrode
  • Incorrect servo description
  • Immobility field - sentry turret interaction weirdness
  • Heartrate monitor showing 70 bpm when it shouldn't
  • Broken plate debris not showing up when flipped
  • EscapeRichText loophole


Recent changes, in case you didn't know


Hello everyone. Sorry if you expected a fantastic content-filled update today, this is just a list of every update since 1.26 because I noticed not everyone was aware that the game is always being updated, whether it shows up on Steam News or not.

If you want to stay up to date (for real) then you're better off joining the Discord server or reading the blog. Steam News is cool and everything but it exists in a weird limbo between the immediate interactivity of Discord and the complete lack of it on the blog. There is information on there that isn't available anywhere else.

[hr][/hr]
1.26.6 - March 4 2023


[h2]Added[/h2]
  • Some extra checks when uploading items to the Workshop to prevent unclear failures
  • When a mod is uploaded from within the game, it is modified slightly to make it harder to blatantly reupload
  • Limb.StrengthMultipliers, a float array that is used to adjust the final motor strength of the limb. Empty by default.


[h2]Changed[/h2]
  • Renamed "Blood vessel wire" to "Liquid conduit"
  • Objects held by humans (etc.) will no longer collide with the human until it is distant enough or 15 seconds have passed. This prevents, for example, dropped weapons from freaking out when its wielder is killed.


[h2]Fixed[/h2]
  • Layer editor showing up when it shouldn't


1.26.5 - February 15 2023

[h2]Added[/h2]

  • WaterBehaviour.Ignore, IgnoreObject(gm), and StopIgnoringObject(gm)
  • You can now toggle the detector beam visibility in the context menu and added a enabled light


[h2]Changed[/h2]
  • Increased EMP chance for regular atom bomb


[h2]Fixed[/h2]
  • That wire layering bug when editing layers
  • Organism temperature response being way too abrupt
  • EMP from nuclear weapons not passing through objects for some reason


1.26.4 - January 22 2023


[h2]Changed[/h2]
  • For modders: the Lasered message is now OnLasered and takes a Messages.ILasered.LaserArgs as a parameter. Please implement the Messages.ILasered interface.
  • You can double click a mod to toggle it


[h2]Fixed[/h2]
  • Map objects occasionally creating spawn particles
  • Tank tank problems (Tank)
  • Some UI problems


1.26.3 - January 18 2023


[h2]Added[/h2]
  • Laser receiver double trigger
  • Suspicious mods can now be "trusted". Observe.
  • Mods can now come with a README.txt, which can contain TMP rich text which will be displayed on the right side of the mod list screen. Think of it as an extended description. More information on the wiki.


[h2]Changed[/h2]
  • Minor tweaks to body temperature management (body is now less effective at resisting external heat than it is external cold)
  • Being on fire causes skin damage and is less likely to cause someone to lose consciousness
  • Organisms burn longer


[h2]Fixed[/h2]
  • PPG modding wiki bug fix to do with rendering method overloads
  • Thermal vision display not showing lava temperature
  • Broken limbs incorrectly invoking damage functions (leading to a stopped heart not being lethal occasionally)
  • Procedural fragments disappearing after every limb is crushed


1.26.2 - January 5 2023


[h2]Added[/h2]
  • Thermal vision now also displays the temperature of the object under the cursor


[h2]Fixed[/h2]
  • Weapon attachment undo
  • Red barrel fire now takes no-collide into account
  • Gore fragments are now always removed with the organism
  • awdawdawdawd


1.26.1 - December 31 2022 🎆


[h2]Changed[/h2]
  • Explosive barrels will no longer ignite obstructed objects
  • Wrench description is now more accurate


[h2]Fixed[/h2]
  • Layering issues regarding objects with multiple sprites (lagboxes, ion cannons, etc.)
  • Syringes behaving incorrectly if pasted/loaded while lodged into a liquid container
  • Attachment point blob in detail mode being visible at the wrong time
  • Flare showing spawn particles on use, sometimes
  • Deflated tyre appearing inflated after deserialisation
  • Organisms slowly descending if the surface they stood on is disintegrated or otherwise removed unexpectedly

People Playground 1.26



1.26 - December 29 2022


[h2]Added[/h2]
  • Wooden Binding
  • Jet Engine
  • Freezing limbs will now damage tissue
  • Metal scraping sparks
  • Activator Electrode
  • You can now edit object rendering layers (context menu option & optional keybinds)
  • Local fire propagation on large flammable objects
  • Procedural gore fragments on crush (disabled by default, enable in settings)
  • Functional weapon attachments (capacitor, explosive, scope, laser, flashlight)
  • Tyres can pop/deflate
  • Burnt leaves will now slowly disappear
  • Brain damage can be disabled in settings
  • "Toggle UI visibility" optional keybind
  • ModAPI.SerialiseJSON, ModAPI.DeserialiseJSON, ModAPI.DeleteJSON
  • Nitroglycerine will explode when the container is charged by something like a battery
  • The optional OnUnload static method is now called when the application is closed for all loaded mods.
  • Bullets can now dismember limbs in addition to them already crushing limbs
  • Fire Extinguisher is a little more animated
  • ModAPI.RegisterCategory
  • Catalog now supports custom categories
  • ModAPI.OnWireDestroyed, ModAPI.OnPinDestroyed, ModAPI.OnLinkDestroyed
  • BallisticsEmitter.OnTracerCreation is a UnityEvent that can be used to customise a tracer round when it is created


[h2]Changed[/h2]
  • Minor changes to ragdoll animation system. Some animations had way too much force behind them and it's now possible for animations to specify a force multiplier.
  • Bullet damage is now based on speed alongside distance and cartridge damage
  • Servos no longer speed up when powered, they only become more powerful. Speed can be changed in the context menu.
  • Life syringe stops seizures
  • Drastically lowered chance of brain damage, it should be a rare occurrence
  • Lowered chance of concrete rebar appearing in concrete debris. It's completely disabled when Fancy Effects is disabled.
  • Slightly improved tesla coil arcs
  • Increased water impact damage
  • Bullet casings now shrink when despawning
  • Deflated tyres slightly deform when in contact with an object
  • Oxygen deficiency may cause brain damage
  • Low blood pressure may cause brain damage
  • Lowered brain damage posturing time
  • Increased crush-by-gunshot chances a bit
  • Seizures can stop the heart
  • Slightly lowered entity impact damage
  • Bleeding particles collide with the world when Fancy Effects is enabled
  • Fire Extinguisher is a little heavier now
  • Increased thermal pulse intensity from nuclear explosions
  • Increased drag underwater
  • Made androids less vulnerable to explosives
  • Made many changes to the body heat system and responses to environment temperature. Humans are more resistant to cold environments. They won't freeze as quickly and will often pass out before dying if their body temperature is too low.
  • Changed sharpness velocity threshold calculation. Lower softness values are now more effective
  • Improved wood impact VFX
  • Improved thruster SFX
  • Improved propeller SFX
  • Improved ricochet SFX variety
  • Improved fire extinguisher particles
  • Lowered audio range of mini thruster
  • Improved pumpkin destruction effect
  • Decreased cannon shockwave
  • Falling embers now collide
  • Made acid less effective on androids
  • Laser colours can be much darker
  • Explosions can now completely crush bodyparts if "procedural fragments" is enabled
  • Increased G1 SMG, SMG, and Minigun spread
  • Increased LMG heat up speed and added a little glowy bit at the end (will automatically be removed when overridden with a mod. Use ModAPI.KeepExtraObjects())


[h2]Fixed[/h2]
  • Older contraptions having firearms with incorrect reflection sounds
  • Stupid memory leak to do with custom human textures
  • Ray cannon going insane on void & other maps occasionally
  • Fragility slider not showing enough digits
  • Crossbow bolts spinning forever
  • Some energy sword problems
  • Item persistence bugs (normal sized bug) (you may have to do the achievement again)
  • Tree collision
  • Human feet are no longer unnaturally resistant to being crushed
  • Phase link slightly affecting center of mass
  • Phase link being deletable without being visible
  • Minor performance improvements to do with phase links and other tools
  • Some deletion stuff
  • Flamethrower wouldn't burn stuff up close sometimes
  • Pin hover stuff
  • The game will now delete older logs as to keep a maximum of 25 logs in the log directory
  • Menu escape issue
  • Bug where limbs would cool down when dead despite blood flowing through them
  • Bug where cardiopulmonary bypass machine continues to provide oxygen even when turned off/broken
  • Electricity particles not scaling with the object
  • Some major liquid system problems
  • Automatic firearms shooting two bullets as their first shot sometimes
  • Weird deletion message stuff
  • Things can no longer breathe when submerged in ice
  • Humans unable to grab things after copy/pasting
  • Other minor bugs


[h2]Removed[/h2]
  • Android instant death on dismemberment


[h2]Additionally[/h2]
  • Many changes and improvements to the modding wiki.
  • Aspa102
  • You should read our weekly blog for updates on all our projects
  • I need to remind myself to never make updates large and infrequent. It's a lot better for everyone involved to make them more frequent and not as large. Ideally focused on a theme or single feature implementation.



happy new year (socially acceptable end of interaction)