Tomb of the Eaters Feature Friday - June 26, 2020 ('beta' branch)
200.57
Tomb notes:
Finished the bugfixing and polish work in the crypts.
Added a new liquid: brain brine.
[redacted]
General notes:
Occasionally, upon gaining a level, completing a quest, performing the water ritual, or defeating a legendary foe, you may now become inspired to name one of your items.
The swimming confirmation message is now toggleable via the option in the Prompts menu.
Reputation change messages now include your new reputation and inform you if the faction's overall attitude toward you has changed.
The reputation changes incurred by violating the water ritual are now displayed in a single message.
You can now add notes to items in your inventory and equipment. The notes appear in the item's short description.
A given attack can now only have a block attempt performed with one shield. The limit on the number of attacks per turn that can be blocked is now per-shield; if you have multiple shields equipped, you will attempt to block a given attack using the best shield that you can presently use.
You can no longer shield block while frozen, paralyzed, burrowed, or otherwise unable to freely move your limbs.
Baetyls no longer care about differently-colored display names in the items they request.
The fill action on liquid containers can now be used on any container that is not full, not just empty containers.
You now prefer to autouse liquids that aren't stored in functional containers like liquid-cooled firearms.
Becoming famished now interrupts autoact.
Creatures that are fleeing no longer count as visible hostiles.
Creatures that try to keep their distance from the player now only count as visible hostiles at close range.
Grenades are no longer destroyed before hitting the ground when thrown into a tile with acid gas.
Flashbang grenades now affect a circular area instead of a square.
Glowmoths can now use their gaze attack at point blank range.
Baetyls no longer care about taking small amounts of damage, but they become... significantly irritated... by larger amounts.
Only creatures who are able to engage in combat and can move their limbs now count for the purposes of preventing charge and causing missile weapons to fire wildly.
Missile weapons that use spray fire ammo (shotguns, pumps, point-defense drones, and flamethrowers) now indicate in their short description that they aren't subject to firing wildly when multiple enemies are adjacent.
Bows now display their loaded arrows' penetration and damage value.
Made weapon class display, strength cap, and accuracy information the color of rules text.
Creatures now go prone if they can when they fall asleep for any reason, not just when they voluntarily go to sleep on a bed.
Equipped objects now match the temperature of the object they're equipped on.
Made most organic items leave behind ashes when they burn up.
Ashes no longer catch fire.
Village outskirts now properly have above and belowground features.
When you run out of water while traveling, you now receive a message and a chance to stop rather than only getting notified when you become life-threateningly dehydrated.
The Bleeding effect is now described differently for creatures that do not have blood.
The environmental item picker now refreshes when a taken action changes the list of items displayed, such as when an item is broken off a stack.
The visual effects for being frozen, slowed due to temperature, or on fire now have higher visual priority.
The Tinkering screen bit locker now displays the glyph for each bit type of bit next to its name.
The Spindle negotiation menu now uses alphabetic hotkeys rather than numeric in order to prevent numpad-based selection accidents.
Objects that are cloned while phased now properly assume their normal phase.
Relics and extradimensional missile weapons now occasionally generate as armor-negating.
Graftek-granted stat changes now count as permanent in all the usual ways.
Added damage and penetration displays to thrown weapons.
Fixed a bug that caused some non-blood-having creatures to bleed blood.
Fixed a bug that caused simply targeting a creature to make it hostile.
Fixed some bugs that caused several sensory effects to fail to detect walk-walking creatures.
Fixed linear cannon penetration display.
Fixed some issues that caused you to retain your marked target after using a special shot.
Fixed a bug where pouring into a container you are emptying took the current contents of the container into account even though they were being emptied.
Fixed a bug that caused missile weapons to display a damage message even when the damage was prevented.
Fixed a bug that caused autoexplore to fail to seek out the secret-bearing mural in the village of Ezra.
Fixed a bug with phase web animation.
Prevented some rare corner cases where objects were destroyed multiple times.
Fixed a bug that caused the 'show effects' menu to improperly linger beneath other windows when opened and closed.
[modding] Effects may now whitelist themselves for most deep copy operations by overriding allowCopyOnNoEffectDeepCopy and returning true.
Tomb of the Eaters Feature Friday - June 19, 2020 (beta branch)
200.55
Tomb-related notes:
Did some bugfixing, polish, and performance work on the crypt levels of the Tomb of the Eaters. More to come next week.
General notes:
Added some new recoilers.
Added a new command to autoattack your current target in melee: Ctrl-A by default. When autoattacking, you pathfind toward your target if necessary and attempt to melee attack them. All the conditions that interrupt automove also interrupt autoattack, with one exception: if your target is the only hostile in sight, their presence does not interrupt you.
Added a new "Ignored Keys" keybind. Keys bound to this entry are completely ignored. (This is useful for reserving a push-to-talk or screenshot key, for example.)
Renamed human child to woodsprog.
Linear cannons can be tinkered now.
You can now path through locked doors when you're carrying the appropriate key card.
You now get a message when you try to swap places with a non-hostile creature but can't for some reason.
Losing sight of your target now interrupts automove.
NPCs are now less avoidant of slime pools.
Changed the way heirlooms gifted during the Spindle negotiation are generated and made their types respect the text in Heirlooms of Qud.
Elevator and door switches can now be flipped via the interaction menu.
Space-time vortices and rifts are no longer be pushed by forces like explosions.
The AV bestowed by the Quills mutation now returns to the max value when your quills regenerate.
You can now properly access help from the main menu with '?'.
Visiting the waterlogged tunnel no longer counts as visiting Red Rock.
If you are stuck and adjacent to a deep pool, you only receive the swimming confirmation message the first time you try to move into the pool.
Fixed a bad interaction when the snapjaw who wields Stopsvalinn generates as a villager.
Numpad '/' now shows and hides the prerelease stage message log.
Tables no longer change their tile when you remove and return the same object.
Removed the small per turn time delay while asleep.
Fixed several issues that caused gas-generating creatures to not be immune to their own gas.
Fixed some rare situations where the player didn't get a turn immediately following a game load.
Fixed a bug that caused illuminated books to not have their display names altered.
Fixed a bug in the way graffiti displayed on tombstones.
Fixed a bug that caused reloading a linear cannon to always reload the energy cell instead of its slugs.
Fixed a rare exception in the Multihorns mutation that prevented saved games from loading.
Fixed a typo in soul curd's description.
[modding] Enabled anonymous access to workshop content.
[modding] The starting location selector is no longer shown if a genotype or subtype has a defined starting location.
Tomb of the Eaters Feature Friday - June 13, 2020 ('beta' branch)
200.52
Tomb-related notes
We made several gameplay and polish enhancements to the cherubim.
Cherubim are now better protected against missile weapons and freezing attacks.
Revamped cherubim stats and natural weapons.
Learned cherubim now properly discharge clockwork beetles.
Added descriptions.
Added cherubim to dynamic encounters.
Gave cherubim appropriate ASCII glyphs.
Gave appropriate names and descriptions to carved stone and gilded marble from the various periods of the sultanate.
Added descriptions for mural endcaps and mural medians.
General notes:
We made some changes to sparking baetyl rewards.
Item rewards are now much better.
Item rewards now scale with both the baetyl's zone difficulty and the tier of the demanded item.
Reduced the maximum number of demanded items to six.
Baetyls asking for Templar phylacteries no longer ask for the phylacteries of specific people.
Trees are now stronger and tougher.
Attacking into a frozen zone now thaws it. This is most relevant when attacking up or down stairs.
Removing energy cells from owned items now angers their owners.
You can now pour into equipped liquid containers.
When selecting a container to pour a liquid into, containers that already contain that liquid now appear at the top of the list.
Smart use on environmental liquid pools and liquid containers now opens the interaction menu rather than going directly into the pour-into-container action.
Cleaning yourself using liquid from an owned vessel now potentially angers its owners.
Gave the following objects better ASCII glyphs: sultan shrines, Asphodel, Asphodelytes, walkways, various vessels, and yawning gap.
Made some improvements to creature pathfinding.
Rebekah's tombstone no longer shows up in dynamic contexts.
Fix-It spray foam and other applicators, when unidentified, no longer reveal themselves when you back out of an interaction.
The water ritual can no longer be used to obtain unlimited cybernetics credit wedges.
Shank now respects phase and flight.
Sheba Hagadias will no longer lay mines if a miner or deploy turrets if a turret tinker.
Fixed a bug that caused some village tinkers to not be members of their village's faction.
Fixed a bug that caused companions to take steps in the wrong order when trying to follow their leader.
Fixed a bug that caused one-shotting a creature to fail to trigger hostility in the creature's nearby allies.
Fixed a bug that caused camel bladders to fail to negate the weight of the liquid in them when worn.
Fixed some bugs in water ritual option coloring.
Fixed a bug in tiling of liquid pools as they change size.
Fixed a bug that made snapjaw forts, starapple farms, and pig farms not generate properly in village outskirts.
Tomb of the Eaters Feature Friday - June 6, 2020 (beta branch)
200.50
Autoexplore now seeks out and examines objects that contained unrevealed secrets in their descriptions.
Giant beetle and beetlebum corpses can now be butchered for raw beetle meat, which can be preserved as beetle jerky.
Items no longer weigh more when covered in liquid.
Waterskins, canteens, and similar liquid containers are now repellent to certain types of liquids.
Quests no longer ask you to find forgotten ruins or use forgotten ruins as landmarks.
Displacer bracelets now have power switches.
Waiting for a specified number of turns now shows a countdown next to the loading status indicator.
Boxes of crayons now let you choose which color to draw with and draw in tiles you're adjacent to. Also, drawing now has an action cost.
Graffitied text now appears in the color of the graffiti on the object glyph.
Bloated pearlfrogs no longer ignore phase when pulling creatures with their tongues.
Being frozen now interrupts sprinting and other movement or body-positioning effects.
The harvest action now has a higher default priority than the chat action when both are present.
Snail eggs and luminous motes are no longer used as quest items.
Albino ape pelts can no longer be eaten. As a result, you now control their autopickup status via the autopickup trade goods toggle instead of the autopickup food toggle.
In the trade screen, you can now use the keyboard (not numpad) number keys to specify a number of whatever is currently selected to trade.
PgUp and PgDn can now be used on the Reputation and Skills screens.
The Skills screen now reserves a consistent amount of screen space for skill descriptions rather than adjusting the space depending on the description length. Some descriptions have been edited to accommodate this.
You'll no longer encounter creatures standing in the same tile as a closed door.
The walk command no longer generates an error if used in on the edge of a zone.
Mutations picked at character creation now properly update their stat shifts when leveled.
Doors can no longer be closed on creatures or movement-blocking objects that occupy the same tile.
Village catchbasins are now owned by the village faction.
Made some large performance improvements to the prerelease stage view.
Fixed a bug that caused some activated abilities to remain on the ability menu after those abilities were lost.
Fixed a bug that caused the loss of some equipment benefits when using Temporal Fugue.
Fixed a bug that allowed holographic plants to be harvested.
Fixed a bug that indicated incorrect directions toward a detected hostile when automove was interrupted and that hostile was in an another zone.
Fixed a bug that caused the genome destabilization message from the Mutating effect to be displayed for you even when you weren't the one mutating.
Fixed a bug that broke a previous intervention to make wraith-knights summoned by extradimensional phylactery squires friendly to their squires.
Fixed a bug that caused weeped liquid and primordial ooze to fail to mix in the Rainbow Wood.
Fixed a bug that made the hidden PhasedWhileStuck effect visible.
Fixed a bug that caused certain pronouns to morph into "They" after games had been saved and reloaded.
Fixed the subtype text being too large during character creation.
Fixed a typo in items that affect move speed.
[modding] You can now undo the "fill" action in the map editor.
[patreon] Sheba Hagadias can no longer spawn as Either/Or. To install this change, you'll need to re-redeem Either/Or's pet code.
Tomb of the Eaters Feature Friday - May 29, 2020 (beta branch)
200.43
General notes:
Added a water wheel and millstone to Joppa.
Bone worm corpses can no longer be included as part of the cure for fungal infections.
Pathfinding now strongly avoids tiles next to non-allied puffer fungi.
Moving within two squares of puffer fungi now interrupts automove regardless of your "ignore enemies" settings.
Eaters' nectar now re-randomizes your potential mutation buys.
Meditation no longer instantly cures bleeding. Instead, it now triples the rate of recovery from more negative status effects, including bleeding.
To account for the recent liquid pool changes, bilge sphincters now provide a movespeed bonus in liquid pools of 200+ drams instead of 1000+.
The weights of takeable items are now always shown in their short descriptions.
Fixed a bug that sometimes caused evaporating liquids to leave behind liquid volumes with no component liquids.
Fixed a bug that caused resource exhaustion and error spam in the output log in some long-running games.
Fixed some bugs that caused the decarbonizer beam selection to sometimes error out or create an infinite loop.
Fixed a bug with Temporal Fugue and other cloning mechanisms that caused stat shifts to become permanent.
[debug] Added a wish, "clearstatshifts", to remove temporary stat shifts, even including shifts from items you have equipped or active status effects. To regain those stat shifts, you'll have to re-equip those items or re-up the effects.
[modding] We changed the implementation for how MinEvents are dispatched. Modders who are handling a MinEvent in one of their IParts (e.g. bool HandleEvent( EnteringCellEvent ev ) need to update each HandleEvent declaration to include 'public override' (e.g. public override bool HandleEvent( EnteringCellEvent ev )) in order for that event to be dispatched properly to the part.
Tomb of the Eaters Feature Friday - May 23, 2020 (beta branch)
200.41
Tomb-related notes
The Tomb-dwelling pangoloids knows as the mopango have officially moved in.
Added or refined several types of mopango.
Added a new quest: The Buried Watchers. Talk to Zothom in Ezra.
Added a new quest: Fraying Favorites.
Strange entities now (officially) roam the Tomb.
Added a new legendary ooze, k-Goninon.
Added the repulsive device.
Added [redacted], [redacted], [redacted], and [redacted].
We made some UI improvements to the Tomb-teleportation mechanic.
Changed the ASCII floor glyph for teleportation-safe tiles.
Added a new effect, tomb-tethered, to better message when creatures are safe from the teleportation effect of the Bell of Rest. Creatures are tomb-tethered when they both bear the Mark of Death and are occupying a tile that's teleportation-safe.
Fixed a bug that caused you to be Tomb-teleported back to the beginning of the crematory from the supposedly safe Columbarium.
Fixed a bug that caused exit teleporters in Lower and Upper Crypts to send you all the way back to the catacombs.
Fixed a bug that caused issues at the recoming nook.
General notes
Added new loading status indicator art.
The new stair tiles now look better when the 'Always highlight stairs' option is enabled.
Added a new Modding option: 'Select enabled mods on new game'.
"Press space" dialogs now close only when you press Escape, Enter, or Space.
Goatfolk can now give directions in conversations.
The overburdened status effect is now updated more reliably when your carrying capacity changes.
The weight display in the trade UI is now more accurate.
You no longer receive messages about merchants restocking if you're not in the same zone as they are.
Objects without bodies can no longer be knocked prone.
Save files now remember which mods are enabled and prompt you to re-enable those mods before loading.
Fixed a bug that caused the onset of fungal infections to sometimes be 8-10 turns instead of 2-3 days.
Fixed a bug that caused symbiotic fireflies to destroy themselves, and turn into "Objects", when equipped.
In the classic UI option screen, slider and selection options that don't fit well in one line now occupy two lines.
Exiting the world map now avoids placing you in cells where you would have to swim.
[modding] Fixed a bug that caused GlobalConfig.json to be unmoddable.
[modding] An objects can now set the ReplacementObject member of an ObjectCreatedEvent to return a replacement object instead of itself during object creation.
Tomb of the Eaters Feature Friday - May 15th, 2020 (beta branch)
200.38
Tomb-related notes:
Added new tiles for Eater statues, Eater holograms, and urn duster.
Crypt sitters and conservators no longer cause unintended trouble in dynamic encounters.
General notes:
New item mod: fitted with suspensors.
Mafeo now has a pickaxe for sale.
Excluded some more creatures from spawning as Mechanimist converts, including pulsed field magnets.
Added descriptions for the following objects: rubble, burnished azzurum (formerly aquamarine), banana rancher, hammock, brick, Warden 1-FF, Mayor Haddas, and Yla Haj.
Gave an ASCII makeover to the following objects: gravestones, unripe banana trees, Yla Haj, floor cushion, medium boulder, Zothom (also tweaked his tile colors), bookshelf, sign, power line, brick, woven basket, hammock, flux gauge, weathered wood, and sultan tomb murals.
Powered exoskeletons can now have a variety of item mods.
When you're under the effect of the gamma moth Mutating effect, random mutations you might acquire are now reseeded at some point during its duration.
Sheba Hagadias no longer succumbs to natural behavior like going on a pilgrimage or urn dusting.
Things without brains can no longer be dazed or stunned.
Holograms can no longer be harvested or butchered.
Small stones and large stones are no longer flammable.
Fixed a bug that caused the Golgotha chutes to generate disconnected.
Fixed a a bug that caused mouse movement to not work properly on the world map.
Fixed a bug that caused missile weapons to hit non-blocking inanimate objects in their paths.
Fixed a bug that caused merchants to spawn with double the inventory they're meant to.
Fixed a bug that immobilized aquatic creatures.
Fixed a bug that caused worn items effects to not go away when you removed the item.
Fixed a bug that sometimes caused Barathrum's study to generate with a down staircase.
[debug] Space no longer accepts the 'Would you like to die?' prompt.
Tomb of the Eaters Feature Friday ('beta' branch) - May 8, 2020
200.35
Tomb-related notes:
Expanded the Grand Vestibule to multiple maps.
Changed the Omonporch entry zone to a new map: Court of the Sultans.
Made various tweaks and enhancements to the Arcade to the Twin Gates.
Made various tweaks and enhancements to the Columbarium.
Made the Ezra and Arcade murals more authentic.
Added a bell tolling sound effect to the Bell of Rest.
Made Sixshrew a real merchant.
Gave dialog to Yla Haj and Warden 1-FF.
Tweaked Mayor Haddas's dialog.
Gave better equipment and wares to Yla Haj.
Gave several of the Tomb zones better names.
Gave sky maps more sensible names.
Added a cistern ruin to the east of the Arcade.
Added more graffiti to the robbers' cut.
Made some architectural changes to the Tomb outer walls and the Spindle chamber.
Added a new tile for rubble.
Added some more Eater statue and hologram tiles.
General notes:
Faction leaders now have their prowess more accurately judged and displayed in their look descriptions.
Autowalk, autoexplore, and rest are now interrupted when your companions engage in combat, take damage, or die, as long as they're visible or audible.
We changed the option "Maximum autoexplore squares/sec" to "Maximum automove squares/sec" and made it apply to all forms of automove.
Metal items now retain less liquid, and fur items retain more.
Quartzfur hats now message themselves as being made of quartz rather than glass.
Autocollect can now be disabled on empty waterskins.
Spiders no longer attack allied creatures that are stuck.
Player-controlled spiders no longer autoattack stuck creatures.
Destroying or teleporting a web now frees anything stuck in it.
When an object is phased multiple times, damage from being forced into phase by reality stabilization now occurs only when the last effect is terminated.
Changed the message when you try to remove an unremovable cybernetic implant.
Items that affect the chance of salvaging multiple bits, like advanced toolkits, are no longer used on items that can only ever disassemble into one bit.
The random-buy mutation choices should now be more stable for a given seed.
If you're out of 2+ point mutations to buy, you're now presented with 1-point mutations.
The look and target picker "Locked" status toggle is now remembered across games and reloads.
In the classic UI, the cooking menu now reutrns to the selected option instead of the top of the list when you choose a recipe to cook then decide go Back.
Dromad trader psychic thralls or domesticated slaves no longer generate map notes.
Geomagnetic discs can no longer spawn with elemental damage mods.
Made some improvements to geomagnetic disc pathing.
Fixed an improper item ownership warning when you tried to examine or disassemble items in the inventories of certain creatures you were dominating.
Fixed a bug that caused Flurry to not work on inanimate objects, which in turn caused NPCs with flurry to stand there inert instead of attacking inanimate objects they were angry at.
Fixed some bugs with color rendering and formatting in books.
Fixed a bug with liquid-fueled power consumption, such as in gyrocopter backpacks.
Fixed some performance issues with normality gas and norm cores.
[debug] Made wish string matching more accurate.
[debug] The "Do you really want to die?" promp no longer accepts space or enter as input.
[modding] The map editor now supports Ctrl-C to copy a selected region, which turns your brush into a rectangle the size of that region. Ctrl-click pastes the copied region, and right-click deletes the region bounded by the selected rectangle.
[modding] The map editor now properly renders most walls, water tiles, and fences.
[modding] The map editor now has tile previews in the blueprint selector.
Tomb of the Eaters Feature Friday - May 2, 2020 ('beta' branch)
200.29
Tomb-related notes:
We added polish to the architecture of the Tomb.
Added a new exterior caryatid wall and extended it up and down through the Z-dimension as appropriate.
Added support pillars beneath the Tomb.
Added structural ribs.
Swapped the locations of the Life and Death Gates.
Redesigned the Grand Vestibule.
Added a lot more graffiti to the robbers' cut.
Cleaned up the maps around the Liminal Way.
Moved the up staircases in the Folk Catacombs.
Replaced the Lace Stairways to the crematory with access corridors.
General notes:
The display format of some zone names has changed.
Inscribed funerary urns no longer report being empty.
You're no longer asked to drink from full urns as a quest step in dynamic quests.
Automove and rest are now interrupted by decarbonizer beams that are detectable to you by sight, sound, or smell.
When you're about to stop flying and you're at risk of taking fall damage (ie, at least one stratum above ground), you're now given an appropriate warning message.
Fixed a bug with acid gas that caused the game to hang.
Fixed a bug that caused items to retain more liquid than intended.
[modding] Added a new API, StatShifter, to Parts and Effects that helps track stat shifts. See https://cavesofqud.gamepedia.com/Modding:StatShifter.
[debug] Added a new debug option: "Show debug text for stat shifts".
[debug] Added a new wish, "showstatshifts", that displays a list of items and effects shifting your stats.
[modding] You can now select regions in the map editor by holding shift and dragging the select box over tiles. Ctrl-a selects the entire map.
[modding] Redesigned the "selected cells" region of the map editor. You can now delete, bulk replace, and set ownership on objects in the selected region.
Tomb of the Eaters Feature Friday - April 24, 2020 (beta branch)
Tomb-related notes:
We added more polish to the crematory.
Redesigned the columbarium.
Added ASCII art to the look screen for urns.
Urn dusters now walk around dusting urns in the columbarium.
Fixed some bugs with the interaction of various crematory objects.
Added a visual effect for when objects are pushed by industrial fans.
Added descriptions for the following objects: conveyor drive unit, conveyor belt, rubber curtains, bones, ashes, industrial fan, miasmatic ash, machine wall, metal door, plastic tree, statue of Eater, full-spectrum bright sconce, elevator shaft, empty urn, marble walkway, sunflower, and scrapable deposit box.
Edited the ASCII glyphs for the entire crematory.
[Redacted]
General notes:
You can now use water to clean your stained equipment via inventory actions on either your water containers or your stained equipment.
You can now use the Walk keybind from the Look menu to autowalk to the tile you're looking at.
Offhand attacks work again.
Changed the glyph and tile colors of non-mayor quest givers in villages from dark green to bright yellow. Accordingly, we also changed Mehmet's color to bright yellow.
Girshlings you encounter outside of Red Rock no longer advance 'What's Eating the Watervine?'.
The water ritual now consumes a dram of liquid only when you initiate it instead of consuming one for every action you take during it.
Force fields you can pass through no longer interrupt automove regardless of their source.
Psychic hunters are no longer incorrectly interdicted on maps without reality stabilization.
Cybernetic implants that occupy an equipment slot are no longer shown twice in the implantee's description.
Temporary items can no longer be used as tinkering components.
Improved the grammar in "you pass by" messages.
Fixed a bug that caused Rebuke Robot to fail way more often than it should.
Fixed a bug that caused take-all to not work in the classic UI looting menu when the cursor was on a category rather than an item.
Fixed a bug that caused the 'Tweet this character build' button to not work.
[debug]Added a new wish, "factionencounter:", that generates a special faction encounter in your current zone. For example, wishing for "factionencounter:Templar" generates a Templar faction encounter. You can override the tier and level values for the zone, both of which affect the creatures generated for the faction encounter, like so: "factionencounter::" and "factionencounter:::".
[modding] The ConversationScript part now supports a Color field that's used to specify a color or shader to be applied to the creature's conversation text.
[modding] Self-closing tags in the XML no longer skip the next mutation when they're loaded.
[modding] The new blueprints loader no longer crashes when given an with no Value (it assumes 0 instead).
[modding] Added Transform > Flip Vertical to the map editor.
[modding] Added File > Reload Blueprints to the map editor. This lets you reload ObjectBlueprints.xml without quitting and reopening the editor.