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People Playground News

1.22.3



[h2]1.22.3 - 2 December 2021[/h2]

[h2]Added[/h2]
  • Accelerator energy weapon
  • Archelix Caster energy weapon
  • Plastic explosive
  • Liquid.GetAll()
  • The inspection display now shows if the entity has punctured lungs
  • Punctured lungs cause pain
  • SimpleLightingEmitterBehaviour.Instance.Emit
  • A few new minor Steam achievements
  • A warning that appears whenever the maximum activation signal limit is reached
  • You can press escape to stop resizing


[h2]Changed[/h2]
  • Lowered likelihood of punctured lungs
  • Minor change to sniper rifle SFX
  • Bullet wounds can fully heal if properly treated
  • Internal bleeding will heal faster
  • Gave the immobility field a little more health
  • Decreased required temperature for organisms to start shivering
  • Liquid effect intensity is now often based on the concentration of the liquid inside the container


[h2]Fixed[/h2]
  • Incorrect ceiling turret aiming
  • Minor memory leaks (minor as in "minor catastrophe")
  • Minor performance improvements
  • Flamethrower issues
  • Key rebinding issue when trying to bind to "escape"
  • Strange problems setting the contents of multiple text displays/radios/hologram displays at once
  • "Previous texture" not always working
  • DRAG SELECTED
  • DRAG SELECTED
  • DRAG SELECTED

People Playground 1.22.2

[h2]1.22.2 - November 10 2021[/h2]

[h2]Fixed[/h2]

  • Fixed some out-of-bounds stuff again
  • Made PhysicalBehaviour.IsUnderwater's set accessor public


People Playground 1.22.1

[h2]1.22.1 - November 9 2021[/h2]

[h2]Added[/h2]

  • Mods now show if they have timed out


[h2]Changed[/h2]

  • Decreased likelihood of internal bleeding
  • Reconstructor will help heal internal bleeding
  • Sentry turret is now a little more vulnerable
  • Fireworks can explode when shot


[h2]Fixed[/h2]

  • Infrared thermometer incorrect limits
  • Gate double trigger not existing
  • Sentry turret debris issues
  • Bicycle disintegration bug
  • "Bleeding" showing up in inspection display despite lack of visual bleeding


People Playground 1.22



[h2]1.22 - November 1 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 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


[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
  • 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
  • Increased rocket launcher impact dismemberment chance
  • Multithreaded 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


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.