Introducing ragdoll physics. - Ragdolls are currently enabled for vehicle collisions and gunplay. - Melee ragdolls are planned but are not imminent. - This is the first implementation of a new feature that requires testing, balance feedback, visual feedback, and performance reports. - Disruption to your current playthrough is unlikely, but possible. - Ragdolls can be turned off on initial load, and can be turned on or off in Options at any time.
Biomes improvements
Added sand banks and areas of clay when close to water on the map
Added a more granular way to define the floor upon which things are created. "params.placements" now takes all the types of "features" plus "GENERIC", which is used as the old "params.placements".
Blending is more advanced now. - Added new properties to floor tiles ("FloorMaterial", "IsFloorAttached", "FloorAttachementN/S/E/W"). - Removed "Attachments.lua", "Similar.lua", and all "attach" from the features. - Automatically generating potential attachments when a world is first loaded using the new properties. - Blending takes into account 'half-tiles' and blends properly.
Using the biome replacement facility and the new granular placement, we generated sand on all ph_forest biomes.
Added an outline to highlighted items in the world.
When the mouse is over an option in the "Extended Placement" submenu, the corresponding world item is highlighted.
"Extended Placement" menu changes: 1) Sort items by name. 2) Fixed displaying only one item with the same name. 3) Group items with the same name into separate submenus when there are three or more.
Extended placement UI now closes the extended placement UI if you're too far away.
Added GeneratorTileRange & GeneratorVerticalPower sandbox options to support generator use in tall and deep buildings.
Default values are a 20-tile range and 3 vertical power.
Builder mode has it at 40 & 5.
Better detection for animal drinking from puddles when the player is absent.
Added Animal sinew item. This drops when butchering animals and depends on the animal's size, etc
Added three new basements.
The disassemble-furniture cursor will highlight objects using the "bad" highlight color, similar to the disassemble context menu.
The Loot window will be displayed and expanded when opening a vehicle trunk, and collapsed when closing the trunk (unless it's pinned open).
Work done on IsoMovingObject.DistToProper(IsoObject other) and IsoMovingObject.DistToSquared(IsoMovingObject other)
If both objects are vehicles, the distance is between the closest points on the bounding boxes of both vehicles.
HotSave improvements. Add hot-saving of Player Map, Animal Zones, and Game time. (This system is saving elements of the game world around you as you play, meaning that should your game crash or unexpectedly exit, you will not travel back in time / lose progress)
Added container outlines for corpses.
The Grab context menu now shows multiple corpses, and highlights corpses the same way items are highlighted.
Added options to the Wash context menu to wash "All Containers", "All Weapons", and "All Other" (like rags). The "All Clothing" option only washes clothing items, not containers/weapons/rags.
Added Jar of Roe recipe.
Added animal's milk powder. - For now, you can only use it with either a bucket full of water or a feeding bottle full of water. (1 bag for 2 buckets of 10L) - You can now give this animal's milk to any hungry or thirsty animal. - This is to help people keep the baby animal if the mother has died in labor.
Changes on wild animal hunting: - Shooting an animal will now make it flee instead of dropping dead instantly. - Animal will flee while leaving a blood trail that can be followed to find the corpse. - Animal will flee for some time, dependent on type (deer flee longer than rabbits as they're bigger and bleed out for longer) and aiming skill (to simulate if you've hit closer to the heart).
Changed how animals become domesticated (aka "not wild"): - Before, it was when the animal was put in a designated zone. - Now it becomes domesticated when picked up. - This is to avoid making a zone to quickly "capture" rats & mice.
- The "Grab" and "Extended 3D Placement" context menus show item icons. - The "C" button / key in the in-game map pans to the player's current position, instead of instantly jumping there. - The "Select Spawn Location" map will pan to the location of a player when selecting "With Player 1" etc, instead of throwing a Lua error.
Added eternal/disabled options for time and weather to the Sandbox menu.
Added sandbox options DayNightCycle, ClimateCycle, FogCycle. - Endless day and night cycle. - Endless/disabled rain, snow, storm, or blizzards. - Endless/disabled fog.
Added "Color of Highlighted World Items" rendering option, to replace the hard-coded item-highlight color.
World items are highlighted when selected in the "Grab" context menu, similar to the "Extended Placement" menu behavior.
Bags and other container items in the world are highlighted with the container-highlight color when selected in the Loot window.
Added new Pants_Skinny body location to separate out baggy and skinny trouser items
Added generic action animation for mixing fluids.
Added "cyclicRateMultiplier" property to HandWeapon scripts and instances.
Added "Tainted" label to Liquid Info panel and Widened Liquid Info panel
Added support for the 3-tile and 4-tile feeding troughs.
Added retrigger last action with LMB on doors.
Added progress indicator when adding fuel to a generator.
Vehicles are now considered visible to the player if any square overlapped by the vehicle is visible.
Blocked-door and locked-door sounds now play when the player attempts to pathfind through a blocked or locked door.
While seated, and LMB is held, the character can now look around within a 20deg arc. Gamepad just uses standard look, no button required.
Added a button to show the location of an annotated map on the world map. This doesn't copy symbols from the annotated map to the world map.
Changed the "Zombie Outfit" combobox in the Horde Manager debug UI to be searchable.
When performing actions like taking pills, reading items, using a lighter or matches to light a cigarette, drinking from a container, or eating part of a food item, if the item is not in the player's main inventory, the character will try to return it afterward. Does not work for characters that have the Disorganized trait. - When lighting campfires etc. the items that are used to light the fire, such as a Lighter, will be returned to their container of origin.
Set up a function in HandWeapon.java, randomizeFirearmAsLoot, to serve as a single function for randomizing firearms.
Firearms that spawn as clutter will have their ammunition/magazine status randomized.
Weapons and other items with conditions that "matter", or have sharpness values, will have those values randomized when they spawn as clutter.
Added code support for there being mapper-defined "NoPower", "NoWater" and "NoPowerOrWater" zones to handle instances like the burned villages or derelict buildings that shouldn't have power or running water.
Light switches, electricity, etc. will not work in rooms that have "derelict" in their room definition name, or are in a no-power map zone.
Water containing tiles, such as sinks and toilets, in rooms that have "derelict" in their room definition name, or are in a no-water map zone, will not have any water in them.
Added the functions getPowerGridLifespan and doesPowerGridExist() to SandboxOptions.java to simplify evaluating the current state of the power grid.
Added the functions isNoPower, isNoWater, and hasGridPower to IsoGridSquare to simplify evaluating the current state of the power grid for specific squares.
When eating food and an eating utensils such as a spoon, fork or spork would change the eating animation/speed/benefits, the timed action code will search the player's inventory recursively through all bags for a utensil versus just the primary inventory. I.e. you can keep your spork in your fanny pack or backpack and still use it.
Moar flyers from the flyer-factory
Some new clothing items added to some appropriate zombie outfits.
Added the functions dumpContentsInSquare to IsoObject, IsoObjectUtils, and ItemContainer.java - When multi-tile objects that have containers, are removed by being sledged or thumped, all of the contents of all of the containers of all of the tiles will be dropped on their tile's square.
Added the MacOS Command and Command+Shift keys as valid cycle-container keys.
Adjusted the lerp function when driving on grass, should make towing a trailer on grass way easier.
Lowered the center of mass of the animal trailer to make them tip over less (bear in mind, turning aggressively at 40MPH will still make them flip over!).
Force towed trailers to be rendered when inside the car.
Added the OutputFlag "IsBlunt" to handle cases where we want the items produced to be Blunt, with it's sharpness set to 0.
Added the OutputFlags "HasOneUse" to handle cases where we want the items produced to have only one use, such as getting 1 unit of thread produced by picking a rag.
Added the OutputFla "HasNoUses" to handle cases where we want any drainable items produced to be empty of any uses, such as making lanterns without any fuel in them.
Added Propane delivery stepvan vehicle
Added raccoons lying down.
BLACKSMITHING
Added missing craft recipe to make a Carpentry Chisel.
Added a craft recipe to forge a Wrench; giving the Calipers item some functionality.
Several metal armor items can now be smelted for Steel; aside from handling sourcing steel, it also serves as a means of recycling/"repairing" broken metal armor.
Players can now craft Copper, Gold, and Silver Hurricane Lanterns.
Several blade-Blacksmithing crafts will accept blades of an appropriate size and tier as an input instead of a metal bar; you could use a hunting knife blade to make a new hunting knife blade, or a long spear blade instead.
This serves as a means to repair damaged blades, as well as being something people would do in real life, to repair items or repurpose their material.
TAILORING
Added the Tailoring recipe magazine "Homespun", which teaches the learnable craft recipes for normal, simple clothing items.
Added a "Sewing Pattern" item that works similarly to recipe clipping and schematics in that it teaches a single random Tailoring recipe.
Some item research definitions for Tailoring progression.
Added craft recipe and item for crafted ammo straps, both shells and bullets/cartridges. "Normal" (non-crafted) ammo straps can be Black or Brown; crafted ones will be Brown.
Long Coats, with respective textures and other qualities, can be made from the furred hides of different breeds of Cows and Calves.
Jackets, as above, can be made from the furred hides of Cows, Calves, and Deer.
Furred Coat and Jacket Recipes are in the Cowboy Tailoring recipe magazine; known by characters with the Sewer Trait; can be researched; and are in the Survival Schematic recipe pool.
Added Sinew Thread item.
Added a craft recipe to make Sinew Thread from Sinew.
Sinew Thread is one of the materials that can be used to make Twine.
Many leather/hide/armor recipes, but not all (there's some allowances for wilderness scenario starts), now require Sinew Thread and not normal Thread.
In addition to being a requirement for some crafts, Sinew Thread can be used in lieu of Thread for other Tailoring-related crafted recipes.
Tanned, Furred Animal Hides that are "Large" and "Medium" sized, adult Cattle, Swine, Sheep and Deer, can be cut into Half, and for Cattle, Quarter pieces; this is so they can be rendered into smaller pieces for crafting smaller leather/hide items without wasting an entire hide, such as making a hat or a wallet from a cow's hide.
GENERAL CRAFT
Added a debug tool to right-click on inventory items and, if they are used as an input for at least one craft recipe, a debug option is provided to see a list of the craft recipes it can be used for.
Added the craft recipe and items for carving Bone and Wood Dice.
Added a craft recipe to Untie sheet ropes; in previous builds sheet ropes could be made from many clothing items, and under the assumption that this was still true in b42, the recipe wasn't added as untying sheet ropes to recover specific clothing items becomes problematic.
Added several researchable recipes for crafting progression to multiple axe and axe head items.
Added a separate craft recipe to nail-spike full football shoulder pads and crash helmets as they both visually have more spikes than other items, and also to handle the nail # paradox of spiking full football pads versus single-side pads.
Changed the craft recipe parser to not process skill level requirements of 0; mechanically, it's the same as not having any skill level requirement, but the appearance of 0-level Skill Requirements in the UI might confuse some people.
Added a craft recipe to carve wooden cutting boards from a plank.
Added a new inputFlag, MayDegradeVeryLight, which degrades tools at half the rate that MayDegradeLight does.
Added items and craft recipes for making a Prison/Improvised Lighter from a Battery, Tape, and Steel Wool, Aluminum Foil, or Electrical Wire, as well as recovering the Battery from the Lighter.
Added a craft recipe to craft a wall trophy item from a Stag's head.
Added recipe magazines for several new craft recipes, these include "Real Gladiators", "Leather Crafts", and "Cowboy Living" to teach some leather tailoring recipes, "Herbal Remedy Growing" (medicinal herb growing seasons), and "Homemade Explosives" (some bomb recipes).
Added the SharpKnife item tag so the Straight Razor item can be used for crafting; however, it also has very low durability values and will also be liable to break when used for crafting.
isc
Added a Tailor profession.
Added toy capgun pistols and rifles, and their ammunition. These still need custom sounds, and currently use the .38 Special Revolver sound effects as placeholders.
Added an zombie outfit for wild west town law enforcement, as per the flyer.
Zombies in the wild west town law enforcement or outlaw outfits can have capguns on them; these were used in performances.
Snowglobes are now for specific locations, using the postcard title pool; they used to make Snowglobes for everywhere/everything.
Harmonica and Whistles are now visible when blown.
Added new left and right Gaiter items; Gaiters can be crafted and will sometimes spawn on some appropriate zombie outfits.
The code for stitching wounds and patching clothing now looks for thread by both item type and also item tag; this allows Sinew Thread to work for these purposes.
Added the "break on smithing" item tooltip to ceramic molds that break when used in smithing crafts.
Added craft recipe and item for crafted ammo straps, both shells and bullets/cartridges.
"Normal" (non-crafted) ammo straps can be Black or Brown; crafted ones will be Brown.
Added fish guts and roe.
Adjusted clothing masks for wedding dress and updated texture.
Added glazed ceramic teacup item and updated kiln recipe.
Added filled model for ceramic teacup.
Coffee Machine now uses 2 recipes, one for mugs and another for teacups, these recipes now use water from the mug or teacup (and accept mixed water) to create a "coffee beverage" item that can receive additional ingredients.
Added the crafting of some Cow and Fawn hide garments.
Added items and craft recipes for the player to make leather masks, elbow pads, and knee pads.
Added a crafting QOL feature where items that can be used as inputs for favorited recipes will have a user-defined-good-color, which defaults to green, a star overlay on their inventory icon, and good color text in their item tooltip. - The favourite-star for recipes in the craft recipe UI and the building UI will be the user-defined-good-color, which defaults to green.
Added a Tarp Piece item and a craft recipe to cut a Tarp into Pieces. - Tarp Pieces are used instead of whole Tarps for many, but not all, Tarp-Tailoring crafts. - You still need an entire whole Tarp to make a Tent, Lean-to, or Poncho. - It is intentional that you can't tape together Tarp Pieces to make a new Tarp. - As Tarps are fairly common items, and there a a fair amount of Tailoring craft recipes that use Tarps, cutting Tarps into Tarp Pieces was added so that players didn't have to use an entire Tarp to make a single smaller item, or be forced to make multiple instances of the small item from one Tarp.
Added items and craft recipes for Tarp sling bags, sacks, handwraps, footwraps, hats, and framepacks.
Added items and craft recipe for crafting Fanny Packs out of Tarp Pieces.
The appropriate Head Sacks can be produced from Tarp and Hide Sacks, and Crafted Pillows, from the Cut Head Sack craft recipe.
Revised the categories for craft recipes by reducing the number of categories and fixing confusing categorization.
BALANCE
Snow now fills rain collectors and items with water, slower than rain.
Gasoline will evaporate much more slowly.
Adjusted some fundamental blacksmithing crafts to accommodate forest scenarios.
Simplified the craft recipe for breaking Large Stones into Stones so it would be easier to perform in the field.
Consolidated the craft recipes for making rope and twine, as their only differences were the material type (dogbane vs hemp, etc) being consumed.
Updated the Mill Sunflower Seeds craft recipe input for crafting, now consumes food inputs by Hunger Value and not item count.
Removed the following items to streamline Blacksmithing: SmallArmorPlate, IronRod, IronRodHalf, IronRodQuarter, IronSlug.
Changes to some low tier tool Blacksmithing recipes to make them more flexible in their tool requirements.
Characters can now do actions while opening doors, climbing through windows/fences, toggling curtains & hutch door.
Similar to many "primitive tailoring crafts", the SewSack craft recipe can accept either Thread or Twine to craft the sack.
Adjusted a couple of Blacksmithing recipes for consistency.
Added smelting properties to several items and adjusted the smelting properties of some items for consistency.
Reduced the time required to perform the Extinguish Candle and Extinguish Hurricane Lantern craft recipes.
Minor tweaks to some metal armor craft recipes.
Decreased the weight and increased the critical chance and max damage of the Block Mace.
Decreased the weight and increased the critical multiplier and max damage of the Long Mace.
Several modified Baseball Bat weapons had their weight decreased and critical characteristics increased.
Several modified Long Branch Cudgel weapons had their critical characteristics increased.
Increased the Critical Chance of the Large Branch and several Maul and Scrap-type heavy weapons.
Updated base health and skill-based health for fences and walls.
Gasoline evaporation is now modified by day length.
Many more Leather Tailoring craft recipes need to be learned/researched/etc.
Hammers being used to construct tiles now degrade half as fast as they did previously.
Consolidated some craft recipes for forging bars/bar parts.
Some craft recipes for forging chunks/smaller bars accept Wooden Tongs.
Removed the wild herb growing seasons from the Wilderness Survival magazine; they will be in a different magazine, "Growing Herbal Remedies".
Limited casting range of Fishing Rod.
Improper completion of fishing is now more punishing.
Balanced fish sizes.
Reduced growth times of Flax, Rye, and Wheat.
Most recipes for extracting/smelting iron and steel now involve a crucible that's either empty or already has iron or steel in it, and adding metal to it.
Most recipes for casting iron or steel involve using metal from a crucible with the appropriate items.
Additionally, most Iron Recipes, beyond producing Iron Blooms from Iron Ore, extracting Iron Chunks from an Iron Bloom, and extracting Iron Chunks from Iron Items, require a medium-tier Furnace or an Advanced Furnace.
Using crucibles of metal will help in reducing the total number of smelting/extracting/casting recipes.
The Hide Jacket craft has a chance, depending on Tailoring skill, of producing a jacket with a slightly "nicer" texture.
Certain non-weapon items may have their condition randomized when spawned as loot.
This includes items that are weapon parts, such as Sledgehammer Heads in the trash, as well as items that are intended to have their condition reduced from being used as tools/tool parts.
Reduced the "intensity" of tool damage from being used in several craft recipes that would be more easy-going on the tools, such as cooking, baking, and electrical recipes.
Recipes for dismantling tools and weapons will now accept broken items; in general, any item that can be dismantled should have an OnBreak interaction performed on it when it breaks that separates the handle and head parts as-is, but there may be circumstances, such as mods, that interfere with that process.
Increased the durability of several Baseball Bat derived crafted weapons.
Several more armor craft recipes, but not all, require Sinew Thread specifically.
Several crude/improvised type weapons that could use Rags, Denim Strips, Leather Strips, or Twine, and an ingredient can now also use Burlap Pieces instead. This does not apply to Spears, but items such as Shivs and Stone Axes.
Increased base health Log Window Frame.
Halved the default maximum rat/mouse population in the sandbox settings.
The Handy trait, Carpenter profession, Repairman profession, and Engineer profession receive a +1 skill level in Masonry.
The Cook trait, Hunter trait, and Chef profession receive a +1 skill level in Butchering; it is intentional that the Burger Flipper profession does not provide any benefit in Butchering.
Adjusted some values of the hollow book items to prevent nonsensical scenarios.
Changed several hide-type craft recipes that previously accepted oversized hides, so players could perform the crafts without being arbitrarily limited, to only accept appropriately sized hides; the player will now have to cut oversized hides into pieces beforehand.
Duct Tape can be used alongside Rags, Twine, Leather Strips, etc., for some improvised/crude weapon and tool craft recipes.
Crafting stone hammers, axes, and mauls requires more binding/strips than previously, but Duct Tape can be used.
Adhesive tape can be used alongside other bindings to craft shivs.
Adjusted concrete barrier collision in some locations.
Reduced the time required to Chop Firewood.
Burlap can be woven from Dogbane.
Increased the durability characteristics of Rake Head weapons.
Reduced the weights of the Mace and Stone Mace weapons.
Reduced the endurance drain of several "Heavy" crafted weapons from scaling similar to a Sledgehammer to scaling similar to a Wood Axe.
Reduced weight of Splinter to match Twigs.
Updated ISBuildIdoEntity.lua so that skill-based bonus health can also work for recipes that don't have a skill level requirement.
Reduced base skill-related bonus from 200 to 20, this value is used in some cases where the script does not define it, and was way too high.
The Hide Fanny Pack craft recipe now requires a higher skill level and also needs to be learned/researched/known.
Rebalanced the input requirements for several Duct Tape, Garbage Bag, and Tarp based Tailoring craft recipes.
Long and Short Spearheads and Crude/Simple Blades are no longer weapons, and don't have the Sharp Knife and several other qualities for crafting and interactions. This is to make some interfaces less confusing/spammy.
Slightly boosted the durability characteristic of the Spiked Short Bat weapon.
Removed the recipes to knap large stones into stone and limestone into pieces as they are redundant with masonry recipes that perform the same tasks.
XP gained from adding and removing patches has been reduced. It was previously increased to help players level up Tailoring more easily, but based on player feedback, using patching solely to advance the skill is not a desirable approach.
Tweaked the simple/crude blade recipe to make it easier to perform.
Rebalanced several older tailoring recipes, for "normal" satchels, dresses, long johns, shirts, skirts and trousers, in regards to their material and skill requirements, as well as needing to be learned.
FORAGING
Added forageDefaultDefs, forageSkills and forageDefs tables to forageSystem.
Added forageSystem.seedTable for custom doWildCropSpawn with chance and different seed amounts.
Added improved loot table and item picking methods.
Added processing of item and category validMonths with bonus/malus in addItemDef().
Fixed affinity and bonus icons not rolling with their bonuses during rain/snow.
Fixed affinity and bonus icons able to roll for focus items in invalid months.
Removed breakTick event from updateEvents in ISBaseIcon/ISSearchManager.
Re-categorised foraged trash and junk items and matched rolls for all junk/trash mixed table tiers.
Removed sprite affinity cooldown and reduced forage bonus/focus item chances for some categories.
Added validMonths table to forage item and category definitions with bonus + malus added.
Removed CircleIsoMarker and added functionality to IsoMarkers.
Fixes for foraging fruits and vegetables. - Reduced the maximum size of all foraged foods prefixed with (wild). - Wild foods have their hunger values capped at 1 after size effects. - Added wild foods can now have nutrition values affected at any size. - Removed wild foods, multiplying food happiness values by item size. - Fixed some fruit definitions that were missing months when they could be foraged. - Adjusted foraged fruits for more seasonal variance.
UI
Added PlayerCraftHistory class to track craft/build history.
Added recipe sort modes by: Recipe Name, Last Used, Most Used
Added hooks to crafting to update craft history on craft/build.
Increment save version, save PlayerCraftHistory
Added recipe sort comboBox to Build Panel filter panel.
Added a fluid indicator to containers in Crafting Menu
Reorganized some sandbox options in the Meta category.
Updated tooltip for the following sandbox options: Day/night cycle, climate cycle, and fog cycle.
Display corpse icons in the Grab context menu.
Display item icons in the vehicle install-part menu.
Display microwave or stove icons next to the Turn On/Off and Settings context-menu options.
Display the lightbulb icon next to the Turn On/Off context-menu option for light switches.
Display walkie-talkie models for walkie-talkies placed in the world.#
Display item icons in the hotbar Attach context menu.
Stash maps are displayed as icons on the world map. Clicking a stash-map icon displays an overlay with the annotations.
Added a brightness slider to the in-game map (under Options). This affects loot maps and the mini-map also.
In the animal designation zone ui, highlighting an animal in the list will outline the animal in the world,
unless it is inside a chicken coop.
Added anti-aliasing to the spawn selection menu map.
Fixed collapsable windows collapsing faster at higher framerates.
SOUND
Added new vehicle sounds for collisions with foliage.
- VehicleScrapePastPlant is now a looping sound, and plays for d_generic_1 and d_plants_1, in addition to bushes and trees.
- Added VehicleHitHedge which is a collision sound for bushes.
Fixed character with Deaf trait hearing ambient sounds.
Fixed Dropping Weapons not playing drop sound.
Fixed Street Light Sounds not stopping when light turns off.
Fixed sound for Locking/Unlocking Trunk from inside the vehicle not playing.
FIXES
Fixed regular zombies freezing when killed as they are vaulting through window or fences (some edge cases with firearms to be addressed).
Fixed the amount of gasoline an item must be holding in order to show the "add fuel" option for generators.
Fixed some fence types with zero or wrong health values.
Fixed M16 full-auto rate of fire being way too high.
Fixed issue where plumbed sinks do not provide clean water when source contains a mix of clean + tainted water.
Fixed Characters sometimes stop shooting at crawlers/downed zombies. Shotguns and single-fire assault rifles now continue to fire against downed zombies.
Fixed trying to place a 3D item in an invalid location locking the item to this square.
Fixed wrong animal size calculation when butchering animals using a butchering hook.
Fixed missing icon and makeup object. Removed legacy camo makeup item as it didn't follow how the other camo face makeup worked.
Fixed characters getting stressed from chopping trees.
Fixed some instances allowing food to be eaten regardless of hunger levels.
Fixed potential issues around the "Pause When Focus is Lost" option.
Fixed CraftRecipeData.getFirstInputItemWithTag not returning the first item but the last one found.
Fixed Building a wooden fence post playing incorrect sound.
Fixed error with the Assemble Small Framepack recipe.
Fixed several craft recipes for drying plants now that hunger values for inputs are working properly.
Fixed duplicate options to carve small handles from antlers.
Fixed temporarily blank window at the start of the read timed action with print-media textures
Fixed issue with sinks/rain collectors losing meta info in certain crash scenarios.
Fixed several Blacksmithing recipes using the generic making timed action animation.
Fixed the CastSteelBarFromIron recipe using Ingot Molds and not Bar Molds.
Fixed Dome Kilns not being in the Blacksmithing build menu category.
Fixed using lighter again when smoking and opening doors.
Fixed multi-sprite ovens not turning on/off with each other.
Fixed missing active-oven overlay sprites.
Fixed issues with the position of skill progress-bar tooltips
Fixed issue with IsoHutch calling sync too frequently (when there were no changes).
Fixed characters starting to aim down before zeds fall down.
Fixed an issue where the player would suddenly aim up when standing directly over a zombie the player is aiming at.
Fixed feeding trough container type not being set to "trough" after removing water.
Fixed feeding troughs turning into generic IsoThumpable objects after rotating.
Fixed context menu showing options for just the topmost fluid source on a square. Will now shall all fluid sources.
Fixed some cases of dragged corpses remaining hanging in midair.
Fixed equipped items showing in "Destroy for Fuel" menus.
Fixed being unable to pick up Flatstones.
Fixed error in Lantern recipe.
Fixed bone-spiked branches being Axe weapons; a previous version of there weapons were much more "pick like" and as picks are axes, they were axes. Now they are properly blunt.
Fixed multithreading issue with vehicle saving related to the new chunk hot-saving feature.
Fixed being able to smelt whole fire axes and not fire axe heads; now fire axe heads can be smelted and not whole fire axes.
Fixed the Hide Bandeau recipe outputting a skirt.
Fixed error in the metalworking punch craft recipe.
Fixed Drainable items having the incorrect number of uses after loading, if they were saved with exactly 1 use remaining.
Fixed the AEBS warnings about the failing power grid not always playing. Moved the EveryHours Lua event to trigger after all GameTime hour/day/month/year values have been updated.
Fixed rat/mouse not having bones definitions.
Fixed wrong animal ranch zone.
Fixed characters flipping 180 degrees while throwing bodies out the window.
Fixed animals not eating drainable food placed on the ground anymore. Animals no longer drink from water containers that can't catch rain, e.g., pop bottles.
Fixed Cash register under counter at 2229x14461.
Fixed AdjacentFreeTileFinder.privCanStand() incorrectly checking for hoppable objects.
Fixed IsoGridSquare.isAdjacentToHoppable() incorrectly checking for hoppable objects on squares to the south and east.
Fixed ice cream cones displaying nutritional information as if they were in packaging.
Fixed issue where walls could not be chopped down from the back side.
Fixed being unable to sterilize rag directly from RMB menu when pot boiled in BBQ.
Fixed dragged corpses remaining in midair sometimes. If a pickUp corpse is interrupted, there is now a transition to the appropriate dropped state.
Fixed interrupting dragging corpses and opening doors causing teleportation.
Fixed player being unable to hit closed non-see-through doors from the north or west sides.
Fixed setting canPassThrough=true on carpentry doors. This affected visibility checks through the doors.
Fixed interrupting the Eating timed action not consuming items partially where applicable.
Fixed not being able to wash rags with seltzer or mixed water.
Fixed discarding items error.
Fixed player being able to reach sinks/toilets/bathtubs through floor.
Fixed LayDown animation still allowing for WASD movement.
Fixed being able to place doors and door frames too close to stairs. Prevent doorframes/walls from being built above staircases on the N/W sides, floating in mid-air (now requires supporting wall)
Fixed Bucket recipes not being able to use "mixed" water.
Fixed creating beverages not saving the mug's color variation.
Fixed missing translation entries and a few other bits of code for Glassmaking XP multiplier.
Fixed the InheritUses inputFlag transferring a literal amount of uses to the output item versus a proportional amount of uses (ie. in the old system, they should have the same usedDelta value).
Changed Gaiter display names to be consistent with other limb armor.
Fixed the display name of the Leather Neck Guard craft recipe.
Fixed some items being inappropriately categorized as mementos.
Fixed being able to merge some inappropriate drainables.
Fixed wrong item tags for Earring_LoopSmall_Gold_Top and Goblet_Silver.
Heading tools can be smelted.
Fixed being able to move around or rotate while picking up corpses and laying them down.
Fixed error when you add chum to water
Fixed inappropriate smelting qualities from some items.
Fixed some blacksmithing craft recipes not wearing down tongs or wearing down hammers too lightly.
Fixed a minor error with the experience award from making a Battery Lighter.
Fixed Florist Stepvans loot issues.
Fixed an error with what was supposed to prevent camoflage trucks from spawning in Louisville having the opposite effect.
Fixed not being able to sharpen normal Shivs.
Fixed short metal pole fence not having a base health value and gaining too much health for skill levels.
Fixed Character Creation screen not updating clothing.
Fixed load-order issue with tileGeometry.txt files. Sprite properties (like Surface and ItemHeight) were not always being applied before adjusting the vertical offset of stacked objects when loading a game. This is why microwaves and radios might appear sunken into countertops when first loading a game.
Fixed errors using the context menu in the ZombiePopulationWindow debug ui.
Fixed being unable to can-reinforce crafted baseball bats.
Fixed sink water purification so it de-taints any mixture of fluids and allow plumbed cocktails
Fixed disallowed cleaning of rags/person using all types of water mixes via context menu
Fixed issue where town water piped sinks were not showing fill targets in context menu.
Fixed issues with character dragging corpse events
Fixed issues with wall climbing sounds timing
Fixed Watermelon playing CarpentryHammer sfx
Fixed missing sounds for Stone Mace and Stone Mace_Long
Fixed error with the anvil casting recipe.
Fixed missing translation strings for new casting/smelting recipes.
Fixed CDDA player model wearing non-existent clothing
Fixed flashlight hotkey (f) being disabled during "walk to".
Fixed effect from applied poultices remaining after wounds heal.
Fixed moveables being able to be placed above water tiles.
Fixed missing roads on player map.
Fixed not removing north-west wall sprites when placing basement access objects.
Fixed a blocked staircase with ba_house_medium_96_farmhouse.pzby.
Fixed ISContextMenu.removeLastOption() sometimes resulting in a context menu appearing too far to the left.
Fixed turned-on overlay sprites not always being displayed on stoves.
Fixed highlighting 100s of nails tanking the framerate.
Fixed adding fuel to a generator failing to transfer the last 0.1 of gasoline.
Fixed log doorframe not having base health values.
Fixed mugs with hot beverage always using teal variation during drink animation.
Fixed mugs changing color variation when they're emptied.
Fixed corpses being throwable over the window frame but not over the short fence.
Fixed various minor fishing issues
Fixed lakes having the wrong biome
Fixed limited PlayerVoiceSound while dragging corpses.
Fixed missing icons and models for Fish Roe Sac and Fish Guts.
Fixed Make Jar of Roe and Open Jar of Roe recipes.
Fixed Lighters spawning with amount missing and can't be refilled to the fullest.
Fixed only 1 pumpkin seed required to fill an empty packet.
Fixed Dry dog and cat food not giving Unhappiness.
Fixed Make Bread consuming only 2 hunger values of Flour.
Fixed Toast Bread recipe not using a whole slice.
Fixed Rip Sack recipe not using some sack items.
Fixed Pack 12 Boxes of 9mm Ammo in Carton mislabelled as "Pack 12 boxes of 5.56 Ammo in Carton".
Fixed not being able to slice or smash pumpkins.
Fixed various debug editors not handling resolution changes correctly, and not using the green and red button colors.
Fixed being unable to click on every sprite of a multi-sprite crafting station to display its ui.
Fixed chance for trash in fishing, legendary fish and roe sac.
Fixed Bait being addable after casting.
Fixed unupdated Tile properties need to be updated for Player-Made constructions.
Fixed structures like double windows frame so that they can be painted and wallpapered - this was especially evident in trailer homes.
Fixed not being able to wallpaper corner walls.
Fixed Characters with Deaf traits being able to hear ambient sounds.
Fixed issue with some fluid transfers being blocked.
Refactored handling of free traits, trait adding, and removing.
Fixed an issue if a free trait had been added from multiple sources, it was removed when one of those source traits was removed, even if another would still provide it.
Fixed an issue when a trait was removed from the selected list, mutually exclusive traits would be re-added to the good/bad lists, even if another should still exclude them.
Fixed an issue when adding a trait to the character, free traits given by non-selected traits were not checked for exclusivity allowing those traits to remain available. Selecting one of those traits added the excluded free trait to the character.
Fixed ground pill bottle not displaying texture correctly.
Fixed Hawaiian shirt texture spilling over onto thumbs.
Fixed typo on LV Police car.
Fixed some animations that were too short/too long for SFX/Timed action length (Emptying watering cans, buckets, transferring liquids, removing glass shards when drunk, etc).
Fixed Hat long hair models clipping through neck when low crouch walking
Fixed being able to use empty Lighters to light campfires.
Fixed the Hide Robe craft recipe producing a Hide Coat instead.
Fixed some minor issues with some new Tailoring craft recipes.
Fixed an error in CraftRecipe.java where a scripts ResearchSkillLevel was being parsed as the time value for the craftRecipe in question.
Fixed Trapping Books 1-3 not spawning as Survivor bag loot.
Jars of Jarred Vegetables that spawn as clutter should no longer be uncooked.
Fixed ripping clothing producing 1 extra rag/strip.
Fixed Bandeau clothing items providing as many rags when torn as a t-shirt.
Fixed missing health values for several buildable entities.
Fixed listing sealed bottles when right-clicking a barrel or another container and selecting "Add fluid from item".
Fixed improper fluid-container color comparison in WorldItemAtlas.ItemParams.isStillValid().
Fixed object highlight (sink being hidden when the counter below is highlighted).
Fixed IsoBuilding.Rooms possibly containing multiple references to the same RoomDef.
Fixed some oddness with Log House side wall rendering.
Fixed "Right click > Open Door causing infinite spamming of action.
Fixed zombies not attacking players with Cheat.Player.SeeEveryone debug option enabled.
Fixed the F2 chunk debugger being unable to display all long integers, in this case BuildingDef.ID and RoomDef.ID,
which are passed to Lua as Double objects.
Fixed inconsistencies with pillow detection when sleeping. A pillow in either hand is counted in every sleeping situation.
Fixed simple blades providing too much metal when smelted.
Fixed ISPanelJoypad:ensureVisible() not working for elements inside another ui element. his affected the "Precipitation Speed Multiplier" in the options screen.
Fixed a Lua error after pressing the joypad A button when a crafting input was selected in the crafting ui.
Fixed capguns having a capacity of 6 and not 8.
Fixed wooden stakes not being able to be burned.
Fixed being able to dismantle hand scythes with two different craft recipes.
Partial fix that removes all tiles of a multi-tile object when one of them gets removed.
Fixed error when trying to place a 3D items while climbing stairs.
Fixed animals being able to attack players inside cars.
Fixed wrong math with canceling actions while opening doors.
Added ":getItem(index)" returning the currently selected item if index is nil
":addItem()" and ":addUniqueItem()" now accept tooltip arguments, instead of requiring the caller check return values and add tooltips after
Fixed duplication issue with rags and bandages. ISWashClothing now validates the item is still in the players inventory.
RMC menu for washing dirty rags only display rags with a job delta of 0. Any rag with a delta is likely currently being washed.
Fixed a bunch of items tags in regards to their incorrect or missing smelting characteristics.
Fixed missing half of a tent, and incorrect CustomItem=BaseImprovisedTent property on another.
Fixed excessive ArrayList allocations with calls to IsoMetaGrid.getZonesAt().
Fixed wooden window frame health.
Fixed characters not being able to look around while seated.
Fixed cases of invisible zombies and vehicles.
Fixed "Invalid SpriteConfig object" messages due to changing the sprite on floors when there are two valid floor sprites.
Fixed context menu exception being thrown when adding fuel to a full campfire.
Fixed Twigs and branches from being removed by erosion.
Fixed issue where character model was not equipping props when building.
Fixed tutorial zombie who is gardening in the field playing wrong sfx.
Fixed zombies spawning in basements beneath the player's spawn building.
Fixed issues with the normal hide skirt.
Fixed instances of the character not sauto-shoving while using firearms when zombies are near.
Fixed plants not being highlighted properly when the "Wind Sprite Effects" option is enabled.
Fixed some t-shirt clothing items pointing to old an t-shirt texture.
Fixed the Large Hook items being a short blade weapon and not a small blunt and rebalanced some combat values for it. - This only applies to InHandCraft and AnySurfaceCraft recipes; recipes that can only be normally seen in workstation interfaces are an apples and oranges affair. - "Survival" category recipes have all been moved into "Miscellaneous". - In general "Armor" recipes have been moved into "Tailoring" aside from the welded scrap metal ones, which have been moved into "Metalworking" - Making buckets of concretes are now in Masonry and not Carpentry. - The recipes for cutting bacon in one size into smaller size bacon items are now in Cooking and not Farming. - Purifying water is now in Miscellaneous and not Medical.
Fixed drinkable puddles not correlating with visual puddle on screen.
Fixed error with the autoLearn field for the Carve Short Bat craft recipe.
Fixed crafted bottle not having the GlassBottle tag.
Fixed "no weather" sandbox option not blocking weather generation until weather restarts.
Tidied ClimateManager updateSandboxOverrides methods and helpers.
Added ISZoneDisplay:getHoursBetween and updateMoonPosition helper methods.
Tidied sandbox helper methods for climate options and initial values for climate overrides.
42.7.0 UNSTABLE Released
How do I subscribe to the Unstable beta branch?
[expand type=details expanded=false ]
NEW - Several new crafted clothing items. Players can use animal skins; leather strips; denim strips; rags; garbage bags and tarps to craft a variety of low-tier survival/utility/dignity preserving garments. - Added items and recipes for Spiked Full Motorcycle Helmets and Football Shoulderpads. - Added craftRecipe for dividing whole Football Shoulderpads into single left and right Shoulderpads. - Added new clothing items to some appropriate zombie outfits. - Added the item and craftRecipe for the glass part of a lantern. - Added a Blacksmithing craftRecipe to produce a Hurricane Lantern. - Added StepVan and Van vehicles for Tailoring businesses; these don't have loot spawns defined yet, but are intended to serve as an opportunity for the large fabric roll items to spawn. - Added new sounds for butchering actions - Moar flyers from the flyer-factory - Added items and recipes for simple hide hats, robes, and wallets. - Added mouse-over highlighting to the Building UI and Crafting UI. - Allow clicking anywhere in an input item in the Crafting UI to toggle the ingredients panel. - Adjusted position of craft panel favourites icons (now more like inventory) - Liquid amount bar now updates more gradually on Fill context menus - Changed the appearance of inventory and loot window progress bars to match that of tooltip progress bars. - "Can Research Craft Recipe" is displayed in tooltips for items outside the player's inventory, and when it is too dark to research the item. - The "Research Craft" context menu option is displayed when it is too dark to perform the action. The option is disabled in this case, and displays the "Requires light." tooltip. - Knocked down / stunned Zeds now have chest movement so player can tell they're still active - Added right-click "Drop" option for all moveables. Dragging items onto floor container inventory window also now functions like other containers. - Added Crafted Frame Packs, small and large - Added items and recipes for Hide and Leather Aprons, and a Tarp Chest Rig. - Added prop book items. - Added craft recipe and recipe magazine for making blank ID cards. (This is purely a RP thing w/o any mechanics purpose. Burglars start the game knowing this recipe.) - Updated advertising trailer mechanics overlay graphics. - Added items and recipe for Twine Shoes. - QOL updates to farming when using a controller -combined mouse and joypad farming modes to use the same methods. -farming with a controller now stays in the selected mode when harvesting, watering, checking plant info, etc. -fixed issues with submenu options staying open when selected. -added farming tooltip following the farming cursor when using a controller. -added button and trigger prompts to the farming cursor. -added "Remove" farming cursor for removing multiple plants with a shovel using gamepad or mouse. -added farming cursors for multiple aphid, mildew, slug, pest flies curing with joypad or mouse.
- Added a craftRecipe to make gold and silver coins from gold and silver metal sheets. - Added Tuxedo-Print Tshirt item. - Added some new clothing items to some appropriate zombie outfits. - Steel Chunks can be smelted from Steel Items; Iron Chunks can be smelted from Iron Items. Whether an item is Iron or Steel is arbitrary, but Steel items are plentiful enough that there should be enough to smelt. - Some, higher tier, Blade type craftRecipes specifically require Steel and not Iron. - New sounds for Chainlink Fence Destruction, resting on floor, butchering - Restored the Dome Kiln workstation entity; this can be used to make Coke from Charcoal as well as making Charcoal. Coke can be used instead of Charcoal for many crafts, and is also necessary for making Steel out of Iron. - Added craft recipes for making Steel Chunks from iron objects and Coke using an Advanced Furnace. - Added processing Iron and Copper Ore into their respective metals for Blacksmithing, primarily for non-default game modes - Added some more recipes for burning wood charcoal using items of different sizes allowing for limited mixed inputs using items of the same size. - Added a new Tailoring magazine, "Medieval Peasant Clothing", and moved some recipes into it from TailoringMag1. - Added a Punk Fashion magazine that teaches the Garbage Bag Dress and Tank Top recipes. - Added mixing fluids action animation - Non-weapon tinted models like open umbrellas are now tinted when equipped and filled fluid containers, like mugs or buckets, now use their filled models for timed actions. - Flyer UI now centred onscreen. - New items: Toy Hobby Horse and Toy Plastic Colorful Cowboy Hat with attached Plastic Whistle. - Added a button to toggle display of revealed brochure and flier locations on the in-game map. - Added craft recipes for making Small File Sets and Small Metalworking Punch and Chisel Sets. - The animal-zone ui displays animals inside hutches. Using the "Info" button for an animal in a hutch results in the player walking to the hutch and opening the appropriate door, if required. - Added recipe for shortening shirt sleeves. - Gasoline now evaporates from open containers.
BALANCE - Several Tailoring recipes now require Scissors to not be dull, and will also have a chance of reducing their sharpness. - Reduced the frequency of corpses and trash tiles scattered outside trashed buildings. - Characters that start the game with the Artisan trait, which grants levels in Glassmaking and Pottery, will know all current learnable Glassmaking craftRecipes. - Small Steel Sheets can be used to make Improvised Flashlights and Lanterns alongside Tin Cans. - Characters with the appropriate profession or trait will start knowing how to Make Guacamole, which can also be learned from a Cooking Magazine, or a Recipe Clipping/Card item. - Raccoons can now be caught alive in traps. - Reduced the Combat Speed and Run Speed penalties from wearing a Chest Rig as irl they are far less burdensome than webbing. - Rebalanced several nail spiked and broken weapons. - Very light nerf to Short Bat weapons in general. - Garbage Bag Dresses and Tank Tops now require knowing a recipe to make. - The recipe for forging Jar Lids now uses Small Steel Sheets and will produce 5 Jar Lids. - Rebalanced the Blacksmithing craftRecipes for Heading Tools, Metalworking Punches, Smithing Hammer Heads and Tongs to all require Blacksmithing skill of 1 instead of 4; this allows characters who have grinded Blacksmithing from 0 to 1 and have the recipes to produce the simplest Blacksmithing tools for further crafting. - Changed the skill level requirement for forging nails from 3 to 1. - Reduced the weight of the Sawblade Hatchet and Sawblade Axe weapons. - Slight boost to autoLearn requirements for Carving and Knapping craftRecipes. - Rebalanced some Blade type Blacksmithing recipes. - Several recipes for forging and cutting the various sizes of metal pieces used in Blacksmithing have been consolidated to handle both Iron and Steel as well as some other consolidation for halving items. - These recipes, if they involving a blacksmithing forge, will also provide a modest amount of Blacksmithing XP. - Several higher-tier weapon and tool head crafts require steel, and the weapon or tool heads can be melted down for steel. - Rebalanced some weapon and tool head crafts. - Reduced the weight of the Hatchet weapon items from 2 to 1.5 as part of general axe-balancing for crafting. - Some items will now require the heads to be removed before they can be smelted down for iron or steel. - Changed the display name of some forged items for clarity. - Many more items can be smelted into iron or steel; some other items had their smelting properties adjusted. - Added craftRecipe for making Crafted Charcoal from Large Branches. - Added craftRecipes for making Iron Chunks from various small Iron items, and also making Steel Chunks from various small Steel items. - Restored crafts for making and using Bar and Ingot molds to cast Iron and Steel Bars and Ingots. - The Grouchos house story now will spawn a groups of Groucho eyeglass mask zombies wearing tuxedo print t-shirts instead of suits 50% of the time. - Added a "YoungCowpoke" zombie outfit for the Wild West town; it's a Young outfit zombie that also wears a plastic colorful cowboy hat.
FIXES - Fixed darker squares subtracting light from lighter squares by using the maximum light value at each vertex. This is to fix exteriors of window frames being darker when the interior square hasn't been seen. - Fixed schematics with multiple randomly-chosen recipes getting a new random list of recipes each time the item was loaded. - Fixed issues with craftRecipe and buildMenu interactions using Hammers and tool degradation - Fixed size of clay models - Fixed improper weapon model for the shorter stone-headed mace item. - Fixed issues with crafted aprons by moving them to their own file. - Fixed missing DontRecordInput inputFlag on all buildMenu craftRecipe inputs that use BlowTorch or WeldingRods. - Fixed briefs that use crude patchwork texture until we implment further textures. - Fixed error with inputs for the saw bat recipe. - Fixed toothbrush shiv recipe consuming tools. - Fixed some improvised weapon recipes not requiring nuts and bolts despite them having them on the model and requiring a wrench to craft. - Fixed mssing mode:destroy on the inputs for several scrapping type craftRecipes to avoid issues with cloning fluid containers. - Fixed incorrectly calculating the health of carpentry objects based on skill level. - Fixed possibly creating zero-health carpentry objects with build cheat enabled. - Fixed several Blacksmithing craftRecipes not damaging tools used in the craftRecipes - Fixed tooltip display issues in the Building UI and Crafting UI. - Fixed missing BlockRain property on roofs_shallow_01 sprites. - Fixed poultices disappearing after reloading a save. - Fixed picking up Grills/BBQs/Mannequins/Old Stoves with items inside. - Fixed pancake splats (double zombie flips) when knocked down pushing or being crushed by metal fences. - Fixed fences bending too quickly at high zombie numbers. Removed damage scaling by number of zombies. - Fixed fences collapsing too quickly from climbing zombies. Damage is now 0-1 per climb event (reduced from 1-5). - Fixed issues with removing propane tanks from grills - Fixed issues with refilling Blow Torch - Fixed player not being able to "Walk to" and "Shout", or use emotes, at the same time. - Fixed automatically generated corner poles not being able to be plastered or painted. - Fixed plastered walls not being able to be re-plastered multiple times. - Fixed players unable to vault low fences with controller button. - Fixed missing depth textures for fencing_damaged_03. - Fixed incorrect pose for animal corpses removed from butcher hooks. - Fixed animal radial menu working on butcher-hook animals. - Fixed AddWater to FeedingTrough playing incorrect sound - Fixed Error while driving past some locations - Fixed containers with liquids displaying wrong weight when placed - Fixed hungry animals walking through gates and doors - Fixed Wood Axes not breaking procedurally, producing a detached head and a broken handle, like other axe items. - Fixed inventory totalItems count updating too often. - Fixed missing discomfort values on garbage, tarp and burlap clothing. - Fixed error when building walls on tiles which are on fire. - Fixed some issues with animal zone in barns. - Fixed not being able to build wooden pole on south & west above ground. - Fixed being able to build certain doors without a floor underneath. - Fixed metal walls not having a base health. - Fixed forged ball peen hammers being faster than normal ones. - Fixed error when reading annotated map on controller - Fixed the currently-selected symbol not being rendered when placing symbols in a loot map. - Fixed the appearance of controller prompts in the loot map ui not matching those in the in-game map. - Fixed player pathfinding getting stuck on some types of constructed objects. - Fixed player being unable to place extractor hoods above industrial stoves. - Fixed missing furniture pick up option for large corner wall shelves - Fixed players being unable to nail more than one sheet rope within a single tile. - Fixed draining endurance much faster when character tries to open window while fast forwarding. - Fixed Rain collector UI rescaling - Fixed multiple shotgun bullet impact sounds not playing as one sound event - Fixed forged ball peen hammers being faster than normal ones. - Fixed missing translation string for the Carve Wooden Spade craftRecipe. - Fixed several Blacksmithing craftRecipe inputs not having any chance of tool wear for tools such a Whetstones, Files, Punches and Tongs. - Fixed ISTakeWaterAction.lua throwing errors - Fixed errors when farming on controller. - Fixed free traits with mutual exclusive traits set not returning their removed traits back to the list. - Fixed player-constructed objects being thumpable through walls. - Fixed minor issues with wall/window/door obstacle detection when attacking constructed objects. - Fixed players being unable to cancel inflate and deflate car tire actions by moving away. - Fixed checks for barricades on non barricade-able objects such as railings. - Fixed some additional issues with traits which have free traits that are mutually exclusive. - Fixed tooltip progress bar background being 1 pixel wide. - Fixed being unable to disassemble doors from either side. - Fixed unassigned depth textures on some open curtain sprites in fixtures_windows_curtains_02. - Fixed player-constructed objects being thumpable through walls diagonally. - Fixed farming water options menu stuck on screen when deselected in joypad mode. - Fixed a typo in onShovel action. - Fixed pickup ground cover timed action not validating the object is still in the square. - Fixed issues around automatic transfer of items on vehicle seats. When switching vehicle seats, if the trunk is currently accessible to the player, items on the target seat will be put in the trunk first before other seats. (ie: vans, backseats of hatchbacks) - Fixed duplicate Mov_Brazier script item definition. - Fixed some neon lights not humming - Fixed the end of two-handed "heavy" weapons animation having no collision when shoving - Fixed mousetraps floating at knee level. - Fixed an error when checking mousetraps missing the animalAliveHour field. Added saving the animalAliveHour to traps. - Fixed pressing Y/Triangle on gamepad causing an error in the pause menu. - Fixed ground cover items unable to be picked up reliably with a controller. - Fixed active-light overlays not always being displayed immediately when turning on lights. - Fixed ISEmptyGraves:new() calling ISBaseTimedAction:new() instead of ISBuildingObject:new(). - Fixed ISRestAction.complete() passing wrong argument to sendServerCommand(). - Fixed "walk-to" planning paths over lit campfires. - Fixed an error which could occur when using an item to light a fire while it's being consumed. - Fixed not being able to manually drink water from an item if the character has the well fed moodle. - Fixed IsoStove::update() now only microwaves deactivate when the settings timer is set to zero - Fixed IsoStove::setActivated() now sets secondsTimer to zero which updates the settings timer overlay - Fixed 'Possible Items' expanding workstation UI past end of screen on successive closes/opens - Fixed Raccoon skull on floor that was scaled for King Kong's island - Fixed texture path for wedding veil and balaclavas on ground - Fixed bird skull earrings not havig a ground model - Fixed new camo makeup by adding new, instead of deleting a duplicate - Fixed being unable to interact with some bathtubs. - Fixed plumb option not always appearing on bathtubs. - Fixed character gaining Herbalist trait every time the magazine was read. - Fixed padlocks not working. Added canBePadlocked boolean to SpriteConfigScript components, and set this true for entities/furniture scripts where it made sense. - Fixed welcome message always appearing, so it's now only shown once on a save. - Fixed errors with addCombatMuscleStrain in IsoGameCharacter and non-weapon items. - Fixed glitchy "scale" gizmo used in various 3D editors. - Fixed being unable to scrap IsoObjectType.wall objects from either side. - Fixed clipping by moving BakingTray model above ground a short distance. - Fixed not calculating the roofed areas in animal designation zones. - Fixed clicking the Reload button in the animal designation zone ui sometimes causing the wrong number of animals to be reported. - Fixed Ranch zone stories not always spawning in right away, depending on the order chunks were loaded. - Fixed feeding trough food and water overlays not always appearing. - Fixed malformed names for building keys in zones that don't have defined key names or defined exceptions. - Fixed missing key name string for Coalfield. - Fixed missing recipe name string for CrushOre. - Fixed missing HeadSack, ChestRig and Belly Button Jewellery ground models - Fixed ISInventoryPaneContextMenu.getContainers() from returning null when a nearby container is locked - Fixed missing StaticModel and FillSound properties on junk empty pop can variants - Fixed 3D items possibly being displayed at the wrong size when two items share a model with different scales. - Fixed craft menus extending, when closed with 'possible items' open, on favourites category, with no favourited recipes. - Fixed zombie vision radius using min value instead of max for the penalty. - Fixed IOB exception when updateFBORenderChunk is called with playerIndex -1 and FBO enabled. - Fixed exploits with 'the Magic Carpet Bridge'. - Fixed sprite affinities issues related to new biomes having too many affinity sprites.
Tech - Added recipe validation that recipes can be learned. (ScriptManager.VerifyAllCraftRecipesAreLearnable) Runs on initial world load when Core.bDebug is true. Recipes with issues will be output to log. - Fixed another bunch of scattered global variables. - x,y,i,j,k,o,objectType,player,playerObj,button,width,height,null,object,objects,self,item,items,vName,scriptItem,maxHeight,text,scrapItem,option are fixed both by reference and value. -added FIXME: comments where the correct values to refer could not be determined by context. - Replaced some of these values with "nil" or removed them where it was the last argument in a function or method call that was clearly copy-pasted. -In ISButton.lua replaced "y" with self.y and left a note in case it breaks something. -Added the playerObj value to method/function calls so it's not calling a global anymore. -fixed more globals. output,test,bullets,bed,b,p,s,v,obj,hotkey,element,str,selected,action,input,uses,delta. - Removed redundant casts, simplified logic, explicit long values, improved access control - Trigger chunk HotSave when building/destroying/grabbing or placing object in world - Trigger player inventory save after chunk hotsaves complete to prevent duplication exploits caused by delay between chunk and player saves.
42.6.0 UNSTABLE Released
How do I subscribe to the Unstable beta branch?
[expand type=details]
NEW
- Added the missing foraging zones to `WorldMapRenderer.lua` - Added Bendable Fences framework. Only for Wire Fences (for now). - Added sandbox options FenceThumpersRequired, FenceDamageMultiplier.- Show crafting inputs by Uses if whole item is not consumed - Pickaxing/etc Ore, Limestone or Flint deposits will generate Masonry XP; 5 XP per item produced. - The Knee-Length Hide Skirt clothing item now has a patchwork crude hide texture instead of cow or deep fur patterns; although patterned clothing by fur type is planned, this item is a more crude affair. - Added an item script file for crafted pants, as we have a fair amount of crafted pants, and moved the existing crafted pants items scripts into it. - Added the item and recipe for crafted Hide Pants. - Added custom item icons for Hide Boots, Coat and Jacket; they were using placeholder icons. - Hide Coats and Jackets need three Buttons or Large Bone Beads to craft; the texture prominently features Buttons, we have Buttons as a long standing inventory item, and Large Bone Beads are a reasonable substitute for a proper Button which can be crafted. - Added items and craftRecipes for Hide Hooded Jackets and Tank Tops. - Added item and craftRecipe for a Hide Dress, welcome to Bedrock City. - Added Short, Normal-Length and Long Hide Skirt clothing items and their craftRecipes. - Added clothing items and craftRecipes for skirts in varying lengths made from Garbage Bags and Tarps. - Added IsoObject.setHighlightColor() and related methods that work independently for each splitscreen player. - Updated ad for The Irvington Gun Club - Updated tutorial tooltip about aiming. - Added icon fluid masks and filled models for all mug variations. - Added depth textures to fencing_damaged_02 sprites (bent fences). - Added item and recipe for a Bone Whistle item. - Added items and recipe for Forged, Gold, and Silver Key Rings. These Key Rings can be made at 0 level Blacksmithing skill, and don't require knowing a recipe. - Added items and craftRecipes for a Stone Mace Head and Long Stone Mace. The Stone Mace currently has the wrong weapon model, using the same one as the Long Mace, and will be replaced shortly. - Stone Maces are slightly less durable than metal maces, but otherwise identical. A character with Masonry skill of 8 can craft a Stone Mace Head. - Added clothing items and craftRecipes for a Rag Bandana and a Leather Strip Headband. - Added some new clothing items to some zombie outfits. - Added new icon & model variation of the Crystal item. - Added Large Crystal item; this is a mineral specimen as opposed to the metaphysical crystals. - Group Available and Assigned Elsewhere items by Item name - Rename headers: Assigned Elsewhere, Available Items, Possible Items - Adjust Possible Items expand arrow position to avoid overlapping text. - Added recipe for making Guacamole, it can only be learned by leveling Cooking skill at the moment. - Moved recipes to get Bacon Rashers and Bits from recipes_farming to recipes_cooking. - Updated sound banks. - New sounds for animals breaking down fences - Ingredient icons in tooltips scale with font size. - Several additions to forage loot, e.g. Stone Mace Heads, Metal artifacts, Coins, Forged Keyrings. - Added Whistle_Bone and KeyRing_Forged to Artifacts forage loot. - Added a tooltip line to display all item focus categories (if it is focusable) for forage items to help with which category should be focused to find more of that item. - Updated forageSystem.statisticsDebug() to handle multiple category items when calculating exact chance to spawn. - Optimised forageSystem.generateLootTable() function. - Added activeZone reset for ISSearchManager sync in forageSystem.recreateIcons(). - Improved doSearchFocusCheck logic to allow it to overwrite items from non-rollable categories. This mildly increases the penalty focused searching as it may now miss or overwrite rarer finds. - The row of item icons in bag tooltips scale with font size. - The gap between tooltip labels and values scales with font size. - Sidebar icons are resized after the "Sidebar Icon Size" option is changed. - New sound events for Chicken Foley. - Play SitDownFabric and StandUpFabric sound by default when getting on and off furniture. - Various menus display item icons: -- The health panel context menu for bandaging, disinfecting, etc. -- The "Fill" context menu for adding water to items. -- The "Wash" context menu for washing items. - Added raccoon's head 3D model. - Added animal's skeleton inventory icons. - Added smashed and sliced pumpkin and related recipes. - Added tooltip for various sandbox options, specially some loot categories that didn't have it. - Added a few missing icons for items. - Added the hutch context option on top of the context menu. - Added weapon-specific sitting-on-furniture animations. - Added missing Bob_Seated_StandUp_2Hheavy.X - Added item icons to the "Take Fuel" context menu. - Add scroll bars to craftPanel inputs section to prevent panel from extending past the screen edge - Added depth texture to low chain-link fence pole.
BALANCE
- Removed some instances of unwanted trees (not enough space to place). Still some unwanted trees left that we need to explore. -- Zones `Farm` and `FarmLand` now have the biome `farmmix_forest`. This reduce the number of unwanted trees to nearly 0. -- The remaining unwanted trees are due to exclusion of dirt as a wanted floor. - Improved shooting handgun recoil at floor and up - Adjusted chances for Firewood to appear less often across all common biomes which effectively makes all other categories appear more often. - Adjusted WildPlants to be much more common across all biomes. - Adjusted DogBane specifically to be much more common, both in the category and in each zone. It is now the most common WildPlant. - Adjusted Twine and Rope recipe inputs for Dogbane to be 1 and 2, matching the Hemp recipes. - Updated foraging for Search Focus and Sprite Affinity to have a much greater role and effect when searching for specific categories. - Updated foraging to prefer the Focus Category set when choosing an affinity category for a sprite. - Updated and increased chanceToMoveIcon, chanceToCreateIcon affinity settings for most categories. This means more affinity icons will be rolled to move or create a new icon. - Changed sprite affinity for most categories to GenericPlants, as SpecialPlants were too rare to use for affinity for some of these categories. - Garbage Bag and Tarp Headsacks, Tank Tops and Short Skirts will require less Duct Tape to craft. - Hide and Leather Tailoring crafts now require the Sharp Knife or Scissors used to not be dull. - Increased the durability of Mace Heads. - Nail-Spiked weapons will drop 1 unit of Nails on the ground when they break. - Smaller weapons require less Nails to spike than larger weapons; this require adding a second recipe to handle the smaller weapons, but the existing recipe also uses a fair amount of Nails. - Can-Reinforced and Sheet-Metal Reinforced Baseball Bats will degrade slightly faster, but only slightly. - Sheet-Metal Reinforced Baseball Bats are slightly heavier. - Increased the required skill level to forge Goblets, as they're much fancier than metal cups.. - Reduced the Bite and Scratch protection for crafted Hide Pants, Coats and Jackets to 10/20 from 20/40. Hide clothing should be inferior to proper leather clothing. - Adjusted the requirements for several Hide clothing recipes to make them more practical to perform in Forest Map scenario. - The crude Hide clothing recipes can use Thread or Twine interchangeably; this is because Thread may be difficult to produce in some scenarios. - Additionally the crudest of the Hide clothing can also be crafted with either of an Awl or sewing Needle; again, this is so players can produce the barest minimum of clothing in Forest Map scenarios. Imagine Rambo First Blood poking a hole in some hides with a sharp rock and then threading sinews through them. - The higher tier Hide clothing requires the recipe to be known or researched; characters with the Tailoring trait will know the recipes, and a magazine also teaches them. - Balanced Garbage Bag and Tarp clothing to have consistent Scratch Defense; Garbage Bag provides 5%, Tarp provides 10%. - The simplest Garbage Bag clothing items don't require a Scissors or Sharp Knife to produce. - Tarp clothing now has a 1 higher skill level to produce versus Garbage Bag clothing; it's "better". - Remove icon and indent from available items header - Hide duplicate possible items - Updated several cooking recipes to use either whole items or hunger amounts. - Updated Bowl of Cereal item's hunger and thirst to match used ingredientes. - Increased base poison effect from drinking fluids. - Removed AmmoStraps from forage loot. - Increased sprite affinity and focus chances for Trash category. - Changed ThumpersToDamage to be a scaling value which reduces as the fence is bent further. - Removed fences becoming weaker as they are bent as they now require less zombies per stage. - Added damaging of fences when zombies climb through gaps when present on late stage bendable fences. - This allows zombies to break the fence fully after a lot of zombies climb through, even if they stop thumping due to the easier path. - Damage amount is a random small value adjusted by the sandbox setting FenceDamageMultiplier. - Balanced butchering on the ground - Boredom inside structures increases too quickly - Renamed recipes that create 2 pieces of armor so that they show up closer to their sets' other recipes in the list. - Balanced time for animations that are too short for SFX/Timed action length - Update trapping zones support. - Removed old birch & pine - Made the jumbo trees `1x1` - Adjusted worldgen biomes to be compatible with the most recent version - Updated all the biomes - Updated alcohol % for some fluids.
FIXED
- Fixed not being able to pet rabbits. - Fixed crafting system to consume food items by hunger-based units instead of whole items, ensuring recipes correctly use partial amounts where applicable. - Fixed game quitting to menu when hitting zombies that are attacking windows while multihit is enabled. - Fixed roadkill animal giving 0 calories meat. - Fixed game always starting in super low resolution when in fullscreen mode on Linux. - Fixed zone checking all z values instead of its own. - Fixed Walking over certain tile causing screen to go black at Animal Farm. - Fixed a crash with animals trying to eat grass from floors below or above them. - Fixed built Wooden Walls always having 50 health. - Fixed crash in the hutch UI. - Fixed game suspending when placing garbage bags inside garbage bags. - Fixed Zombies losing character that ran behind vehicles - Fixed Changing Music setting from Main menu causes the game to start without any sfx whatsoever - Fixed bug in IsoStove::Activate. Microwaves are now set to 1 minute rather than 1 hour if turned on with no time is set. -- Setting timer to zero now turns off the device. - Fixed Disassembling floors leads to black voids you can fall into (for floors below ground as well. (z <= 0)). - Fixed being able to build > dismantle various floor tiles on ground level but this leaves ugly black tiles in it's place. - Fixed "favourite" icon position in inventory overlapping with the "equipped" icon. - Fixed character models being too big in the new Character Customization UI. - Fixed All Clothes Unlocked list not fitting the UI, especially on lower resolutions. - Fixed the leather lean-to build menu entry requiring a Tarp, and not Leather. - Fixed Hand Scythes not having the CutPlant item tag; they should be useful for removing weeds etc. - Fixed "Scythe Grass" with Hand or Stone blade Scythe uses wrong animation - Fixed the four leaf clover key ring never spawning as loot. - Fixed Containers flicker after 'disassemble' mouseover - Fixed door highlighting in splitscreen when a key is selected in the player's inventory. - Fixed corpse highlighting in splitscreen. - Fixed depth texture on two lightswitch overlays. - Fixed FillFromDispenserSound on Disinfectant. - Fixed missing sfx for Ice Axe GroundAttack. - Fixed Character getting stuck in aiming mode with spears near fences. - Fixed multiple tutorial crashes. - Fixed Shotgun not auto-racking in the tutorial if the rack action was previously interrupted. - Fixed NRE which could occur in ISWorldItemIcon.doPickup when spam-clicking to pick up items. - Fixed Poisonous berries and mushrooms missing the poisonous tag in foraging sometimes. -- Added showing a poison icon for ISWorldItemIcon, it now shows if a dropped item (or any item if a stack of identical items) is poisoned when detected via search mode if the player knows that it is poisonous. - Fixed manually drinking water from an item or tile not drinking enough to remove all thirst. - Fixed dividing food into 2 bowls miscalculating hunger value if that food was not whole. - Fixed recipes for bacon rashers or bits not inheriting cooked status. - Fixed exception being thrown when swapping seats in a vehicle - Fixed tutorial house being too dark sometimes due to barricades. Now tutorial house will only have 2 planks. - Fixed an error that would occur when digging a furrow with the Wooden Trowel item on account of it not being a weapon. - Fixed some inconsistencies in the Duct Tape consumption and Time requirements between some Garbage Bag and Tarp clothing recipes on account of some Tarp recipes outputting multiple clothing items as Tarps are bigger than Garbage Bags. - Fixed some spear craftRecipe using the wrong animation. - Fixed Garden Forks being lighter than other spears. - Fixed missing OnBreak functions for Maces and Long Maces. - Fixed the weights of Maces (they were too heavy) and Long Maces (they were too light). - Fixed several crafted weapons having the wrong Display Category. - Fixed some items inappropriately being flagged as Mementos. - Fixed an error with evaluating recipe autoLearn thresholds. - Fix CutChicken recipe to suit above change - Fix Brain Tan recipe not craftable - Fix issue where Food with 0 base hunger change could not be used in crafting - Fixed Charge-attack makes zeds re-play their dying animation - Fix alignment of Possible items arrow - Fix bug with UntieHeadband craftRecipe - Fixed poison from drinking fluids not being modified by Iron Gut or Weak Stomach traits. -- Added a cap for poisoning level for Weak Stomach and Iron Guts traits - Fixed Creating animal zone in the basement throws an error - Fixed rendering issue when creating animal designation zones above or below ground level. - Fixed Don't interact with butcher hooks, chicken hutches, animals or seats when the left Shift key is down. - Fixed action trigger issue with double click on hidden forage icons such as medicinal herbs or icons at lower skill levels. - Fixed issue in forageSystem.doClothingItemSpawn() not checking if the source item is clothing. - Fixed issue with disappearing forage icons due to clearing the activeZones when updating via the event. - Fixed Foraged Books changing title when picked up. - Fixed Error when character finds some items through foraging. - Fixed tooltip panels sometimes being too wide compared to their contents. - Fixed missing animal designation zone icon in the D-pad right radial menu. - Fixed incorrectly setting joypad focus in splitscreen when the "Restart Project Zomboid to apply changes." dialog is displayed. - Fixed Shooting while holding Alt knocks zeds down instantly - Fixed animals in trailer giving birth put the babies outside of the trailer. - Fixed some raccoons definitions. - Fixed foot stitches not making character limp. - Fixed Crawler Zombies not freezing their correct death pose - Fixed "Sharpen Blade" for Firefighter and Wood axes targets wrong part of the axe to sharpen - Fixed Empty Feeding Trough being silent - Fixed Cut up Denim/Leather clothing missing SFX - Fixed seating.txt and tileGeometry.txt coordinates sometimes changing when saved due to an integer-rounding issue. - Fixed active vehicle light textures being affected by ambient lighting, making them too dim at night. - Fixed animal rotting in meta. (only on new saves) - Fixed some clothing clipping issues with balaclava - Fixed missing text entry for sandbox options Days Until Maximum Dimished Loot Percentage and Fence Damage Multiplier. - Fixed "Advanced" in sandbox option not using its translation entry. - Fixed Players can phase through walls by resting on furniture near windows - Fixed 'Nail Escape Rope' appears twice in RMC UI - Fixed difficulty clicking on cutaway carpentry window frames. - Fixed curtain-related context menu options not always showing up when clicking on window frames without windows. - Fixed Butcher Animal on the ground tooltip UI being too small - Fixed 'Walk To' while dragging corpses - Fixed being able to transfer liquids from Sealed Bottles - Fixed Standing up while aiming causes char's upper torso to spin - Fixed Char's model appears crooked while taking pills and crouching past furniture - Fixed Char's model is crooked while crouching and reloading - Fixed Fix coffee machine not working if water container has less than 1L of water - Fix issue with InputItemNode rebuild where some valid nodes could be skipped, preventing players from using items in multiple slots - Fixed depth texture of the book case. - Fixed shift + E not opening the hutch info anymore. - Fixed not being able to disable Clay spawn - Fixed pressing the interact key resulting in sitting on furniture when a door or window is also nearby. - Fixed ISHutchUI.initialise() getting called repeatedly when pressing Shift-E on a hutch. - Fixed Character does repeated shoves when shoving after shooting empty gun - Fixed tree falling sfx being too loud - Fixed Water Dispenser not holding as much liquid as the bottle. - Fixed Flour having no nutrition values. - Fixed doors and other objects being affected by table-top object transparency. - Fixed not being able to place tents sometimes. - Fixed players able to click through walls to toggle doors. - Fixed property issues with burnt grass tiles interacting with vehicles. - Fixed character climbing over Log Wall and High Wire Fence like short fences via the context menu. - Fixed a bug when petting an animal from too far away. - Fixed text alignment in farming plant info. - Fixed translation error in moodle info in the char's health panel. - Fixed "Target" panel being wider than "Source" in Transfer Liquids UI. - Fixed "Target" and "Source" panels changing their size depending on player actions. - Fixed small display error with clothing combo boxes not resizing when preset loaded. - Fixed missing tile troperties and depth map for "gun store shelves". - Fixed tutorial player position detection to prevent missing triggers when jumping fences and windows by making it more forgiving.
42.5.1 UNSTABLE Hotfix Released
- Slight fixes to zombie heat map. Some remote locations had too many. (Zombie heat map is always a work in progress and will be continually refined through many patches) - Added missing tiles for Stendo's Firearms Emporium, including the all important sign. - Characters with Smoker will now cough once in 12-35 hours.
42.5.0 - Being released after a week's dev cycle to tidy up some bugs from last time.
NEW
- Added new map location: Stendo's Firearms Emporium. This is an updated version of the gun store that can be found behind Twiggy's Bar in West Point. This is intended as a memorial to Stendo_Clip who was the founding author of the Vanilla Firearms Expansion mod - following conversation with, and permission from, family members.
- Added some depth map for shelves. (so placing 3D items on them will work well) - Added filled model for Ceramic Jar items. - Added fluid mask for Ceramic Crucible icon. - Added icon for Antlers - Amethysts can be produced by scrapping Amethyst jewelry. - Added antlers to Bones forage loot. - Added various types of metal scrap to CraftingMaterials forage loot. - Added correct animation for petting raccoons. - Added 2 options to `SandboxOptions`, `ClayLakeChance` and `ClayRiverChance`. - Added new fliers - Added several new clothing item files specifically for crafted clothing. - Added several post-apocalypse/wilderness map type clothing items; these can be crafted aside from the Hide Headsack; note that tailoring in general and leather crafts in particular are WIP currently. Aprons, Strapless Dresses, Headsacks and Tank Tops made from Garbage Bags and Tarps. Patchwork Hide Headsack (Leatherface!), Long Coat, Jacket and Boots. (the headsack cannot be crafted yet). - Added Gold and Silver coins, although they cannot be looted or crafted yet; they can be used alongside Gold and Silver scrap to forge Gold and Silver sheets for crafting. - Added craftRecipes for making Garbage Bag, Hide and Tarp Head Sacks. - Added Sew Raccoon Hat recipe. - Added a server start option for later use called -seed= to set the seed of the world. Modify IsoWorld to be compatible with the new Seed format when using a server. Added a server.ini parameter called Seed= to do the same thing, and added the seed on the Esc screen.
BALANCE
- Addressed Walking/Sneaking speed discrepancy with different weapons equipped - Balanced butchering. No more heads when body is rotten. Can't butcher bloody skeleton. - Reduced the amount of exterior corpses and trash when buildings are Trashed & Looted. - Scrapping gem earrings specifically will now produce 2 gemstones and not 1. - Slicing a rotten animal head won't drop brain - Seasoning Salt can be used in place of Salt for baking recipes. - Increased calories for Meat Patty. - Split the craftRecipe for forging Gold or Silver Sheets out of Scrap into individual craft recipes; this is to better handle being able to have multiple inputs, such as mixing scrap and coins to make sheets. - Spears made using Leather Strips, Twine or Wire will be slightly more durable than spears made using Duct Tape or Zip Ties. - Tarps can be used as fire fuel or tinder. - Increased the XP award for some Tailoring crafts; they were low in comparison to other crafting skill recipes. - Rotten animals give a skull instead of their head. - Rotten animals don't give leather anymore. - Ranged weapons no longer split damage across multiple targets. - Re-added the head for rotten animals, the head will now be rotten (pending: icons) - Allow slicing of rotten animal's heads. - Added weight for deer - Removed saving used items in crafting to item
FIXES
- Fixed Mac being unable to load stdlib.lbc. - Fixed saucepans no longer boiling water. - Fixed Tainted Water poison level. - Fixed Enabling Imgui under Linux not working - Fixed the character-creation beard stubble, chest hair and head stubble checkboxes being unclickable. - Fixed Well and Water Pump giving tainted water - Fixed fluid filters for entity fluidContainers to prevent players adding weird fluids to Wells - Fixed not being able to build windows - Fixed error on interacting with forage icon from context menu with the search manager closed. - Fixed XpUpdate.lua halo text to use the HaloTextHelper.addTextWithArrow and HaloTextHelper.getGoodColor() methods. - Fixed duplicate line issue in forageSystem seed table [Marigold -> MintHerb]. - Fixed RMC Fill option not discarding items holding fluids that cannot be mixed with water when it gets all fluid containers in inventory, potentialy leading to an empty list of possible items later on and then causing errors. - Fixed axes taking too much damage too fast when chopping down trees. - Fixed inconsistent weight for forged vs non forged Ball Peen Hammers. - Fixed being unable to pierce Steel Blocks. - Fixed ISHealthPanel exception after changing sidebar scale - Fixed Player not being able sleep after getting on multi-sprite beds - Fixed not checking every square of a multi-sprite bed for the presence of pillows when sleeping. - Fixed forage category for Mangoes to be Fruit. - Fixed typos in CharacterTraits - Fixed extra corner from brick walls. - Fixed some stuff with rotten animals on butcher hook. - Fixed LegHit damage LegHitDamageSplitModifier was overwriting damageSplit opposed to being used as a modifier. - Fixed missing Glassmaking XP multiplier from sandbox options, leading to errors when trying to award XP for that skill with the global multiplier option disabled. - Fixed Mix Bucket recipes being unable to count water inside the bucket. - Fixed Fill Pipe not consuming the smoking pipe. - Fixed not being able to split rice or pasta from a copper saucepan into bowls. - Fixed halving fillets not inheriting cooked status. - Fixed bowl name when splitting pasta or rice. - Fixed Icons like Map and Pick up tool shrink then players hover over them - Fixed Chars with Smoker trait can't get rid of cough after recovering from cold - Fixed "Take engine parts" not working - Fixed painting trailer's doorframe turning into windowsframe. - Fixed the fast & slow metabolism traits not having their icon. - Fixed cars in Drive-in theater in Rosewood not facing West. - Fixed butchering rotten corpse from ground producing a clean skeleton instead of a bloody one. - Fixed issues with craftrecipes that accept the same input items for multiple input slots. - Fixed being able to scrap Gold and Silver coins like jewellery. - Fixed some errors with the ingredients for some Garbage Bag and Tarp clothing craftRecipes. - Fixed some crafted Burlap and Denim clothing having the wrong fabric type item script parameters. - Fixed Some plants have missing Best Month/Poor month/Min water - Fixed Crafting workstation UI text overlapping UI borders for some resolutions - Fixed MetalFenceLvl2 collision - Fixed stability issues when climbing/descending sheet ropes. - Fixed illogical 'Empty' Context menu option for infinite water sources - Fixed excessive player text feedback when autoLearning skills. - Fixed issues with shooting zeds through multiple barricades - Fixed issues with seeds produced by crops - Fixed issues with smelting broken items - Fixed shotguns not firing when attacking zombies on the floor.
42.4.1 Hotfix: - Fix mac unable to load stdlib.lbc.
Full 42.4.0 patchnotes: https://theindiestone.com/forums/index.php?/topic/81341-4240-unstable-released/
42.4.0 UNSTABLE Released
How do I subscribe to the Unstable beta branch?
[expand type=details]
NEW
- Added an Extended Placement UI. - RMC on a 3D item on the ground to move it precisely. - Added raccoons, though currently there are issues with their fence-climbing. - Added 5 new flyers
- Build Window and HandCraft Window are now usable with a controller. To navigate between the different panes in these windows, press and hold the right shoulder button and use the D-pad. - Added controller support to crafting stations that use ISCraftBenchPanel. - Added controller support to ISFluidInfoUI.lua and ISFluidTransferUI.lua. - Added using the right joystick to quickly change the value of ISSliderPanel. - Chicken coop. This is now a tabbed window separating the egg-laying nests from the roosts. - D-pad up radial menu displays the animal radial menu (with pet, pick up etc). - D-pad right radial menu displays the "Designated Zones" option. - Animal designated zones can be created by selecting start and end squares with the D-pad. - Animal-info windows allowing renaming etc. - Butcher hook ui. - Livestock trailer ui. - Added controller support to the Flyer/Newspaper windows. The X button toggles the text view. The Y button reveals the location on the world map. - Don't save and restore inventory-window and loot-window layout when using a controller. These are always positioned automatically at the bottom of the screen. - Fixed inventory-window and loot-window column layout after resizing the screen, when using a controller.
- Added research progression for metal armor, both scrap welded and proper blacksmithed.
- The Debug Item List Viewer will now have columns displaying whether items can be: Crafted, Foraged or Found as Loot
- Added new sounds for resting on chairs, Old Fashioned Generator, Wood Log Gate - Added missing recipe Forge Spade Head, this item had no recipe to create it. - Added specific sprint to aim anims for weapon types. - Added and repointed transition anims to use correct anims for sprint stops - Added two new biomes depending if close to a lake or river
- Added tracking of Carbohydrates, Lipids and Proteins to the Body window, in General Debuggers option. - Added scaleable sidebar icons
- Added vehicle.sound.alarm script property to allow a different sound for car alarms than the horn. If the alarm sound isn't specified, the horn sound is used, if any. - Added new Chickens foley sounds - Add FluidContainer meta-entity system, and push fluidContainer components to meta, so rain collectors will be filled with water when player is away.
Changes to the Lua debugger: - Added small / medium / large monospaced fonts. This is the "Noto Sans Mono" font. We use "Noto Sans" for Thai, and "Noto Sans Mono" has the same license (which I included). - Added a combobox to the Lua debugger that allows switching between small / medium / large font sizes. - Source-window line numbers are right justified. - Source-window background color was changed from white to gray. - AngelCodeFont no longer compresses font textures, this is already the case for most ui textures.
- Added "read" checkmarks to print media (brochures and fliers). IsoGameCharacter gained these methods: void addReadPrintMedia(String media_id); boolean isPrintMediaRead(String media_id); HashSet getReadPrintMedia();
Animals now recognize rivers: - If the zone includes some waters tiles (lake, river..) it'll be shown in the zone UI. - Animals will try to drink from river they can access before anything else.
Changed some behavior to eat grass. - Animal will now look around him instead of purely under his feet. - made other changes to try and make their behavior more consistent & smart.
- Updated a couple of rifle aim anims - Added "Play Music When Paused" audio option.
BALANCE
- The ShopLooted story will no longer occur in single-room buildings. Some utility buildings used "electronicstore" or similar roomdefs for their single room, which means that police and bandit zombies could spawn inside them as a looted shop story. - Added missing craftRecipe allowance for making nailed broken planks. - Rebalanced Tableleg weapons. - Chopping Logs and Large Branches into Firewood will produce Splinters; this is so chopping Firewood always produces a tinder item. - Nails can be used to research the Forge Heading Tool craftRecipe. - Added the following items: Improvised Screwdriver; Firewood; Firewood Bundle;Firewood with Nails. - Added recipes to make an Improvised Screwdriver; Chop Firewood from Logs and Large Branches; Bundle Firewood; Unbundle Firewood; Firewood with Nails can be made using the general nails weapon craftRecipe. - Firewood burns for longer than other wooden items by weight; by chopping Logs and Large Branches into Firewood you increase the length of time that they can be used as fuel for campfires, etc. - Firewood and Firewood Bundles were added to some loot and story clutter tables. - Added a wooden clay tool item and a craftRecipe to carve one; the icon and model already existed. - Make Jar of Produce can also use Seasoning Salt. - Nerfed Wooden Spade stats, it is supposed to be an improvised, primitive tool and stats were still too close to a standard spade for how easy it can be crafted. - Updated Smash Watermelon recipe to use its own timed action, so sound and animation issues can be solved. - Updated recipes that use crucibles so that they need to be empty. - Updated Melt Sand and Melt Glass recipes to need a lighter or other way to start the fire. - The MakeScrewdriver craftRecipe can be learned from melee weapon schematics and the Escaping Captivity recipe magazine. - Added a wooden clay tool item and a craftRecipe to carve one; the icon and model already existed. - Limited some actions such as drinking and cleaning bandages to fluid sources that contain only water or tainted water - Updated drinking from IsoObjects (sinks/barrels) to use IsoGameCharacter:DrinkFluid() to ensure correct health effects with all fluid types. - Characters will no longer autodrink from a bottle that is being filled, the action has to be completed first. - Added a craftRecipe to carve wooden goblets. - Reorganized the carving craftRecipe file to order recipes by skill level requirements. - Added recipe research allowances for Forging Spade Heads to relevant items. - Added a craftRecipe for sewing a Leather Tool Roll. - Added a Crafted Baseball Bat item and the craftRecipe to make it. It requires Carving 9, and has to be learned. But also you can research it from wooden Baseball Bats, Large Branches, and Short Bats. - Increased Campfire capacity to allow use of Buckets for water purification/cooking
- The looted/trashed buildings should have more broken and open doors, and more broken windows, to better signpost their status as looted & trashed. - Ground floor locked windows in looted/trashed buildings will be unlocked. - Corpses will now sometimes spawn outside of Trashed & Looted buildings; this is RNG dependant, and also "buildings" don't really have much of a outside footprint, it's basically a row a squares surrounding the building in most cases, so there's not much real estate to work with. - Trash will also spawn outside of Trashed & Looted buildings on ground squares. Again, not much real estate to work with here. - Any ground floor locked doors will be destroyed. - The basements of trashed & looted buildings will be less trashed and looted, proportional to how deep below ground level the individual basement floors may be. - Halved the maximum size of buildings that can be trashed & looted. - Reworked the corpse spawning in trashed buildings to use the new corpse spawning code. - Additionally sometimes trashed buildings will have one or more zombies or corpses of bandits/survivalists/militia in them; this is rare, but as those outfits can have good loot, it will serve as "finding some of the missing loot. - Reworked how a bunch of trashed build code works; checks to prevent story content occurring in kids rooms was preventing stuff from occurring in areas w/o rooms; in addition to some other checks were being too aggressive in preventing content occurring in some squares. - Additionally more attention is paid to doors and windows, and locked closed garage doors should be broken.
- Added recipe research progression for several "tool" category items: masonry trowels; masonry chisels; (more) fleshing tool; (more) sickles; tweezers; forceps; files; whetstones; nails and heading tools from nail-spiked weapons; buckets; crowbars; trowels; etc. - The CarveBat recipe was added to the pool of recipes that can be on a melee weapon schematic. - Added the Improvised Screwdriver items to some attached weapon definitions. Bandits, Survivalist, and later game zombies may have them attached to or impaled within them. - Iron and Steel Bars, Bar Halves, Rods and Rod Halves will break into halves when they break, like many other melee weapons. - It's possible that people may exploit this as a "materials processing" exploit; you should still be able to saw/forge/etc. broken rods/bars into halves as is, and it is arguable that
- Added research progression for pots, cutlery, pans, and saucepans and kettles (although their craft recipes are commented out). - Rebalanced the skill level requirements for the welded weapons as they were too "bottom heavy". - Changed MakeSmallScrapWeapon to MakeSawbladeHatchet; it was a multi-recipe that could also make a scrap cleaver, but also there was already a scrap cleaver recipe. - Halved the time required for the recipe research action. - Having a Magnifying Glass or Loupe in either hand will further slightly reduce item research time.
- Added research progression for pots, cutlery and pans
- Increased the burn time of the firewood bundle to match unbundled firewood. - Added an addCorpse function to IsoGridSquare; the code generates and drops corpses in multiple places so having a utility function to use instead will simplify matters.
- A players relevant highest skill level can reduce how long craftRecipes can take to perform; for every level the highest skill level is higher than the highest recipe skill requirement the time required to perform the craftRecipe will be reduced by 5%. - Fixed times repaired not transferring from the weapon to the blade when dismantling blades. The times repaired inheritance for weapon parts is probably going to have more gremlins to flush out. - Reorganized welded weapons recipe file by skill level. - Rebalanced the weapons that can be produced by welding, generally strong reductions in durability, and lesser reductions in damage and criticals. - The intent of these weapons is to be "crappier" crude versions of "properly crafted" weapons; under ideal circumstances a skilled blacksmith would produce properly crafted real weapons instead of the crude welded weapons. - Rebalanced some weapons produced by knapping in regards to durability and damage output. - Fixed several recipes having duplicate condition fields. - Reorganized the knapping recipe file by skill levels requirements. - Changed the category of some knapping-related weapon and tool assembly recipes from "Survival" to "Assembly" as almost all weapon and tool assembly recipes are in that category, especially ones involving sticking heads onto sticks like these ones. - Minor tweaks/simplifications/consistency-ing to some knapping recipes. - The knapp stone awl craftRecipe requires no skill level to perform. - Rebalanced several Cudgel type weapons in regards to their damage and criticals. - Rebalanced the skill level requirements of several improvised weapon recipes involving Carpentry or Maintenance. This is to make the weapon recipes, less bottom heavy, skill level requirement wise, with a more drawn out progression, and providing more room for blacksmithing to be a superior option (assuming materials and workstations). - Some minor rebalancing of mace and morningstar type weapons. - Consolidated some code for spawning corpses into IsoGridSquare.
- Added Coffee to the items that can spawn as kitchen countertop clutter. - Added craftRecipe for making an improvised knife from a machete blade. - Changed text display strings for Crude Sword/Shortswords and their blades to "Simple" Swords/Shortswords and Blades to be consistent with how most every other crude weapon and tool have had their display name string changed to "Simple". - Changed display text strings for Crude Whetstone to Improvised Whetstone, as above. - Spiked bone clubs can be crafted.
- Applied placeholder values to crafted metal armor for Bullet Defense; this isn't very realistic as-is, and is subject to change, but despite being quite low ranging from 5% to 20, ; ideally we will have better handling of armor types versus specific calibers of ammunition at some point, so this is to acknowledge that we aren't ignoring the matter in the meantime. - The Baseball trait teaches the Carve Baseball Bat craftRecipe. - Added new display string for WeaponMag7 "Magazine: The Louisville Bruiser", which teaches the Cave Baseball Bat craftRecipe. - Added some checks to the other looted two building/store stories so that if the looted building option is disabled, those other similar-but-different stories from the "trashed and looted buildings" shouldn't occur. They will also use the same limit on room numbers that the trashed and looted building story uses. - Modified some general purpose crafting lua code used for Knapping and Carving to be more flexible/robust. - Added craftRecipes for sawing Wooden Rods from Long Sticks, Tree BRanches from Saplings, and Small Handles from wooden rods. If you have a saw, and a source of Long Sticks/Saplings/Brooms/Mops/Hockey Sticks/etc, you will be able to produce Wooden Rods and Small Handles without any carving beyond carving Saplings and Hockey Sticks into Long Sticks, which doesn't have any skill level requirement.
- Allow players to use liquids from different containers in craft recipes - Added the item and craftRecipe for a Flint Saw and Scraper. - This functions as a "crude saw" for some, but not all, craftRecipes (it can so simple/crude work but not fine work), as well as a fleshing tool. - Saws and Crude Saws can be used to make Log Furniture in addition to Axes that can chop down trees. - Added the item and craftRecipe for a Twig Broom. - This does the things that a normal Broom does in regards to cleaning and being able to be used to make spears. - Made the recipe for making rope from dogbane the recipe for making it from hemp, and the recipes for making twine from dogbane and the recipe for making it from hemp or flax consistent in regards to their tools, durations, etc.
- Added animals skeleton with no heads. - Balanced butchering meat given.
- Added the Trait "Mason" which provides 2 levels in the Masonry skill. - Characters with the Mason trait know several workstation building recipes that involve bricks or stone and concrete. - Adjusted the Masonry skill bonus provided by the Construction Worker profession from +3 to +2; it's probably still too much for the point cost of the profession, but it should at least be consistent with the Mason trait, which is consistent with other Skill traits. - The Masonry craftRecipe for making Stones from Large Stones provides more XP. - The Masonry craftRecipe for making Stone Blocks from Stones now requires Masonry 1 and provides XP equivalent with it's level requirement. - Similarly the recipe for making Small Stone Wheels, Large Stone Wheels and Stone Anvils requires Masonry 2. Some of these arguably should be greater, to provide progression and more XP, but this is the initial rebalancing pass. - Added stonemasonry recipes for making Stone Maul and Large Axe Heads using a Club Hammer and Masonry Chisel. These have a much higher skill level requirement than the knapping versions, and also don't need to be learned. This is to provide some high level options for the stonemasonry skill, and it doesn't seem unreasonable as well when using proper tools. - These craftRecipes should eventually require a suitable workstation, such as using a flat boulder, versus being an AnySurfaceCraft. - Changed how the learned recipe/granted xp messages are presented to the player. Although there is no control available over the duration of the message, the formatting has been changed to hopefully be easier and faster to read. - Added the DontRecordInput inputFlag to the clay and concrete inputs used to build tiles and workstations. - Added the item and craftRecipe for a Flint Saw. - This functions as a "crude saw" for some, but not all, craftRecipes (it can so simple/crude work but not fine work). - Saws and Crude Saws can be used to make Log Furniture in addition to Axes that can chop down trees.. - Added the item and craftRecipe for a Twig Broom. - This does the things that a normal Broom does in regards to cleaning and being able to be used to make spears. - Made the recipe for making rope from dogbane the recipe for making it from hemp, and the recipes for making twine from dogbane and the recipe for making it from hemp or flax consistent in regards to their tools, durations, etc. - Boosted the durability of the spears made using proper forged spear heads. - Made the CopyBuildingKey craftRecipe not-researchable; it was too easy for any player to learn it from building keys, and is supposed to be more of a "criminal"/heist type thing. - Added crafted bone and wood knitting needle items. - Added craftRecipe to carve bone and wood crafted Knitting Needles. - Added recipe magazine "Pioneering Carvers" that teaches the Carve Knitting Needles recipe; the recipes for carving bone Awls and Sewing Needles were also moved to this magazine from another one. - Extend rain fluid dilution mechanics to dilute all fluid types/work on barrels. - Added the Trait "Inventive" which provides a benefit with learning recipes from items or the autoLearn mechanic by reducing the required level; it still needs an icon. - Added the Trait "Artisan" which provides +1 to Pottery and Glassmaking; it also still needs an icon. - Tweaked the math for the level requirement calculations for the research mechanic; it will now round the calculated level to the nearest whole number, instead of always rounding down. - Added the Flint Saw as a valid input for several crafting and building recipes. - Added a craftRecipe to saw wooden Baseball Bats and nail-spiked Baseball Bats into Short Bats, which will also reset their condition if damaged. - Consolidated the second spear dismantling recipe, ReclaimFromSpear2, with DismantleLongerImplement, as both craftRecipes output a broken long stick; the spears this recipe dismantles involved spear heads that have been mechanically attached to the spear shaft and their removal breaks the shaft versus "taped on" spears. - Added a craftedRecipe DismantleGardenImplement for cases where a broken garden tool handle should be produced, and not a long stick; this should be consolidated with DismantleLongerImplement, but I'm not certain that multiple output mappers currently works as desired. - Added the input tag ResearchInput; if the input item has recipes that the player can research they will learn them. - Added the ResearchInput tag to the electronic and radio dismantling recipes. - Added researchable progression to radio type items. - Rakes can be dismantled for a Rake Head and broken Long Stick. - The Siberian Bear Hunting recipe magazine also teaches the recipes for forging spear heads. - Filleting fish provides Butchering XP and not Cooking XP. - Balanced butchering further. - Added rotting stage for animals, currently i only have bloodied skeleton, but rotten corpse (before skeleton) is coming. - Rebalanced several carving recipe time requirements; they should be more consistent and sensible, as well as more generous in many cases. - The Wooden Bucket carving recipe requirement has been increased to 4 from 3. - Several carving recipes, including forks, buckets, goblets and spades, require being learned. - Appropriate traits teach these recipes and appropriate recipe magazines teach them. - However, alongside generous autoLearns, there are ways to research all of these recipes. - Wood Spoons can be used to carve Wood Forks and Boon Spoons and be used to carve Bone Forks. This just makes sense but also allows for cunning XP goblins to double down their gains when crafting carved tableware. - The Wooden Trowel can now be used like a Hand Trowel alongside being able to be used as a Plaster Trowel and a Masons Trowel. - Adjusted the autoLearn requirements for some carving recipes in that they were too generous; they are still generous. - Tires and Tires Pieces both provides less Tire Armor research recipes, only teaching Shin and Forearm Armor; however crafting those and researching them will teach additional tire armor recipes. - Consolidated the metal mask craftRecipes by material into one recipe. - Ammo Straps, Double Holsters and Crafted Hide Holsters can be cut up for a leather strip and buckle alongside Belts. - Fixed some errors with "Base.Base." in some craftRecipe scripts. - The durability of stone, bone, and simple/crude metal spears was boosted; these all comprise "proper" spears, and as such are being slightly de-nerfed. - Disabled some lua farming code for handling being damaged by vehicles; it was redundant as it is handled java-side. - Several disassembly recipes for long and longer type implements were consolidated into one craftRecipe; it's outputMapper should produce the correct head and broken handle for the dismantled object. - Rebalanced Animal Bone club-type weapons. - Added craftRecipes for processing Copper, Gold and Silver scrap, sheets, and bars. - Added craftRecipes for forging Goblets and metal Cups. - Restored craftRecipes for forging copper Kettles and Saucepans. - Added craftRecipes for processing copper items into Copper Scrap; Copper Scrap can be made into Copper Sheets to craft Copper Items. - Added craftRecipes for forging Gold and Silver Spoons, Butter Knives, and Forks. - Added craftRecipe for forging the Jawbone Morningstar weapon. - Added craftRecipes for producing Gold and Silver scrap by processing Gold and Silver jewellery. - Although this will produce any appropriate gemstones for the processed items, this uses procedural OnCreate code to generate them, and they will not be displayed in the crafting UI; this is a case where it's not practical to include that information in the crafting UI due to specificities of the craftRecipes in question. - With this players should be able to generate Blacksmithing XP by producing Gold and Silver tableware, goblets, cups and masks, by scrapping Gold and Silver jewellery and producing Gold and Silver sheets from the scrap. - Added recipe for rendering Metal Baseball Bat type weapons into Aluminum Scrap. - Aluminum Scrap can be used for the Scrap Sheet Metal Weapon craftRecipes. - Aluminum Scrap can be further rendered into Aluminum Fragments, which alongside Aluminum Foil, can be used for some Bomb and Radio recipes. - Iron and Steel Scrap can be rendered into Iron and Steel Pieces and can be forged into chunks or bar quarters. - Adjusted how the yields work for scrapping vehicles; a more useful spread of crafting materials should be produced. - Adjusted the Carve Short Bat recipe to require a higher skill level, and to be learned, based on feedback; this is taught by appropriate professions, traits and magazines, and can be researched. - Adjusted the Carve Wooden Spade recipe to require skill level 4 and not 3 also based on feedback. - The Forge Buckle recipe needs to be learned; this is taught by appropriate professions, traits and magazines, and can be researched. - Adjusted the weights of some metal scrap items for better consistency with crafting.
- Rebalanced nutrition values for alcoholic beverages. - Removed XP for sub-dividing Fish Fillets; this was just so oversize Fish Fillets could be made to fit smaller containers, but players were using it as an XP generating exploit. - Opening canned food with a knife or sharp stone is now AnySurfaceCraft and not InHandCraft; this is to make it less likely for players to unintentionally select this option when opening cans. Additionally with right-clicking you cannot both select the can and knife, and you can break a knife (or your hand) performing this craftRecipe. You should use a surface when stabbing a can open anyways. - Based on community feedback, mildly nerfed Short Bat class weapons; their minimum damage value was reduced by 0.1, which means that damage, before additional calculations, will be 0.05 less on average. - This doesn't affect Spiked clubs and Maces, both of which are made from Short Bats; these are endgame Blacksmithing weapons and as such should be meta weapons. - Increased the Knapping skill level requirement by 1 for the Large Stone Axe Head and Stone Maul Head craftRecipes; looking over community feedback, they have acquired a meta-weapon reputation, their statistics have already been nerfed but as-is they also had remarkably low skill level requirements compared to weapon crafts in general, so this may need to be increased further. - All bomb/bomb-type weapon items have a maximum condition of 1; this is to prevent them from ever spawning in a "Worn" state from having a condition of less than 1/3rd maximum. - Added Survival Schematics; they are like other Schematics but teach wilderness and post apocalypse type survival craftRecipes. - Leather Drying Racks can be built using the Flint Saw item. - Slight buff to brake-disc type weapons; as heavy-type weapons they were under performing.
- Road kills will now yield way less meat and of poor quality. - Moved Dig Furrow in the Shovel sub context menu. - Animals can now be added to graves. - Butchered meat numbers/value will be reduced with time passed since animal's death (start lowering at 12h). - This meat can be rotten if the animal stayed dead for too long before butchering. - Update the status of food for animal dead bodies (so it'll say Stale/Rotten if needed). - Added animal bodies rotten version, it takes 50h by default (hours for corpse removal sandbox option) to change the animal rotting stage (fresh -> rotten -> bloody skel -> skel -> removed).
- The time until maximum Trashed & Looted buildings has been changed from 56 days to 90 days. - The Maximum Rat Index sandbox value has been changed from a default value of 100 to 50 and is also hard capped to 50. - Weapons that do not generate Maintenance XP now have a tooltip warning the player as such.
- Removed the ability to remove buckets from forges. - Removed XP from researching items. - Reverted calls for adjustMaxTime in timed actions added in commit 26957 as it led to the multipliers being applied twice. - Adjusted values in ISBaseTimedAction.adjustMaxTime so that unhappyness and drunkeness have a stronger effect.
- Boosted the xp, in general, for constructing tiles. - This should now be, minimum, 10xp/per level of skill requirement; 1-6 xp for 0 skill tiles. - This is because previously, with tile dismantling enabled, xp-wise it was far more productive to destroy tiles than to make them, by a high degree. The xp awards for building stuff were remarkably low compared to dismantling mechanics. - Sledgehammers can spawn as surface clutter in Farm Storage and Garage roomdefs. - Restore skull tags in inventory pane for hazardous fluids placed in world. - Packing eggs in a carton sets the carton's freeze time to the average freeze time of the 12 eggs. - Restore reserve water to plumbed items when mains is off - Fixed the "Discovered Recipes and Media" button possibly extending past the edge of the Info panel. - Updated some buildings on the in-game map.
- Raised unhappiness and drunkenness effects so actions take two times longer to finish if you're at max moodle level in one of them. - Mild reduction in the chance/amount of armor and weapons that spawn on Survivalist outfit zombies. - Nerf to the amount and kind of loot in late-game Bandit outfit zombies backpacks. - Mild nerf to the amount of loot in late-game Survivalist outfit zombies backpacks. - Both Bandits and Survivalist outfit zombies will have good stuff, they were just nudged to have slightly less good stuff. - Some appropriate vehicle types have the possibility of spawning a Sledgehammer as part of their trunk loot. - Extend plumbing FindExternalWaterSource tests to find water sources within range of ALL sprites of a multi-sprite IsoObject (e.g. Bath) - Slightly reduced Old and Cheap Generators sound radius and volume; they are still louder than the good ones.
FIXES + FORAGING + TECHNICAL
Too many to list in Steam, please check HERE for all.
42.3.1 UNSTABLE Hotfix Released
- Fixed NaN calorie error caused by characters starting auto-drinking before the Filling action is completed.
42.3.0 UNSTABLE Released
How do I subscribe to the Unstable beta branch?
[expand type=details]
NEW
- Finalized first draft of a system for reverse engineering recipes from items.
If a player can learn any recipes from an item with this system, right-clicking on the item will provide a right-click option with a light bulb option to "Research Craft".
Additionally, in debug mode, right-clicking will reveal all of the information regarding researchable recipes.
Researching an item's craftRecipe will also grant the same amount of xp as performing that craftRecipe would provide.
If an item has researchable recipe(s) for a player, the item's tooltip will include, in prominent good-color text, that information.
Includes Tech-tree-progression via item recipe research for tongs (from pliers and vise grips); shears and scissors; and lower tier knife progression; many baseball bat, spiked club, and mace type weapon recipes; tree branch, wooden stick, large branch/cudgel, medium handle, baseball bat and short bat type weapons, axes, and fleshing tools.
- Improved Vertical Aiming.
Added up and down aiming angles for weapons
Added missing event back into HandgunDefault.xml to properly transition zombies to correct hit reaction
- Added HandWeapon.isSelectFire() and .cycleFireModes() - Pressing shift + rack (default x) will now cycle through fire modes for select fire weapons - Guns can now have a safety by adding "Safe" to the list of fire mode possibilities (none of the base guns currently have this) - Added new Player Customisation Screen. - Added 2 new animations for stopping a spear charge (holding a spear while Sprinting). - Added 'Disable' choice to sandbox options for electric and water shutoff dates. - Added/Restored some Annotated Stash Maps. - Added six new flyers, fixed Wizard's Den flyer - AMZ Steel, Home Sweet Gnome, Roxy's Roller Rink, Spiffo's Hiring (West Point, Dixie, Louisville) - Updated Blacksmith van texture. - Added visible Clay Deposits. It is now possible to take clay from clay tiles (WIP). - Added a Wooden Masons Trowel and a recipe for carving one. - Added a Bone Fleshing Tool and a recipe for carving one. - Added large and small plant drying racks made from sticks and rags; this is so players can build them without needing twine.
- Double-clicking an entry in the list of builds or handcraft panel will build it. - Added Blacksmith, Butcher, Leather, MobileLibrary, and Glass Vans.
The Blacksmith Van has smithing-related supplies and literature as well as most of the equipment found in the Metalworking van.
The Butcher Van has tools required to hang/process meat as well as handle some of the mess.
The Leather Van has tanned hides ready for use, as well as plenty of Awls.
MobileLibrary has a high chance for Skill Books across the board; note, these should not spawn normally in Louisville or its airport, as these are generally used for rural areas/smaller communities.
- Added native support for Apple Silicon Macs (as well as Intel Macs, as before). Mac users: please let us know of any issues.
- Added SurvivorSwap.lua debugging tool.
This adds a few functions to modify a survivor's appearance, skills, traits, profession, as well as completely change the inventory and worn gear based on data defined in a Lua table. These can be called mid-game.
Definitions added to the SurvivorSwap.Survivors and SurvivorSwap.Loadouts tables will be automatically added to world context RMC > [Debug] > Survivor Swap (no definitions are currently added so this submenu will not appear)
BALANCE
- The Livestock Farmer profession will start the game knowing the MakeBarbedWire recipes. - New characters that start the game with the carpenter or repairman profession, or the handy trait, will know appropriate improvised melee weapon recipes. - New characters that start the game with the brawler trait will know the BoltBat recipe in addition to the other melee weapon recipes that they previously knew. - The Skeleton Psycho randomized story will drop a Fleshing Tool in the same room as the skeletons. - Molotovs can be crafted using Alcohol, Tequila, Vodka or Whiskey, and Denim Strips in place of rags. - Fishing rods can also be crafted or repaired using a bone or forged fishing hook. - Rain will slowly replace water with tainted water for items on the floor that can be filled. - Adjusted the Wooden Spade item weapon values and removed/changed some inappropriate item tags and script fields.
- Rebalanced the craftRecipes for Bone, Bulletvest, Spiking Soft Armor, Tire, and Wood armor: - Bulletvest armor and Spiking Soft Armor craftRecipes only had their xp awards increased, as did the other recipes. - Generally, these armor craftRecipes will use autoLearnAll and not autoLearnAny if they have multiple autoLearn skills; i.e. they are harder to autoLearn than most recipes in general.
- The skill level requirements, and autoLearn level requirements, were adjusted to provide more of a sense of progression, generally following a, from low to high, forearms/shins -> shoulders/thighs -> body armor progression. Generally speaking, instead of being able to make most of an entire set of an armor type upon hitting a certain skill level(s) breakpoint, it will be paced out in a slower fashion. - Adjusted the autoLearn requirements for several craftRecipes, mostly related to improvised type weapons and carving.
This was done to provide a more gradual progression with the autoLearned recipe with these skills, some skills have lower requirements, some have higher, but the net effect should provide the players with more options in general as they progress in skill levels.
In addition to a more gradual progression, it means less spammy learned recipe messages when gaining skill levels.
- The make firecracker recipe now produces a distinct crafted firework item instead of the string of red firecrackers. - The fiberglass handled sledgehammer will break and be dismantled exactly like the wooden handled one, producing a broken long wood handle. - Added HandAxes to the item clutter pools for a couple of campsite type stories; axes are more rare in general in b42 due to the broad loot spawn nerf. - Updated Make Bowl of Oatmeal and Cereal recipes to require fluid in the bowl instead of a separate container, reduced amount from 0.4L to 0.3L as that's how much a bowl holds. - Updated Create Brain Tan recipe to require water in the bowl, reduced amount from 0.5L to 0.3L since that's how much a bowl holds. - Reduced the amount of milk, sugar, and baking fat needed to Prepare Muffins. - Wild chickens/turkeys stop producing eggs/feathers unless being taken care of.
- Autodrink no longer uses its own math for thirst or poisoning, it calls IsoPlayer.DrinkFluid, so that results are consistent and we can keep balancing it. - Changed how much thirst water fluids provide for 1L. - We need feedback on this please, gang!
- Recipes for remote triggers and sensors, and traps that use electronic parts now grant Electrical xp, scaling with their skill level requirements.
- Small balance for fishing.
SOUND
New and updated sounds (note, some are not confirmed as working, yet): - New sounds for action ScytheGrass. - New sounds for drinking hot drinks out of a mug/teacup. - New sounds for Sharpening Blades. - New sounds for making a coffee using a coffee machine. - New sounds for shearing sheep. - New sound for crafting sheet sling bag. - New Garbage footstep sweeteners. - Changed BulletHitBody to BulletImpact for firearm zombie-hit sound. - Reworked Rip Clothing Event. - Fixed Building campfire playing wrong sound. - Fixed playing wrong sound when making burger patties. - Fixed Wrong/Missing sfx when cleaning dirty rag/bandage. - Fixed white mice not having sounds assigned. - Fixed missing sound when killing an animal with a knife.
FIXES
- Fixed being able to hit zombies from far away in melee combat. - Fixed errors while picking up dead animals while foraging. - Fixed game crashing near stashes from Annotated Maps. - Fixed manpack radios on zombies not being in the corpse's inventory when killed. - Fixed fertilized eggs showing unhappiness/boredom malus. - Fixed eggs sometimes not hatching when on ground. - Fixed duplication when spam-adding animals to trailers. - Fixed generator duplication when grabbing eggs from a hutch. - Fixed bucket duplication in recipes. - Fixed unlabeled can duplication. - Fixed issues with Refill Lighter recipe, it doesn't destroy the lighter, accepts any item with the RefillableLighter tag, and only uses lighter fluid once, no funky math involved, if your Lighter isn't full you can craft the recipe again. - Fixed wrong texture being used when opening dented cans. - Fixed duplication of Bowls for Make Bowl of Beans recipe. - Fixed wooden chair becoming unavailable when carpentry is at level 5. - Fixed not being able to wash clothes in rain collectors or other fluid container tiles. - Fixed not being able to plumb rain collectors. - Fixed unified fluid using/transferring data types to fix rounding errors. - Fixed tainted water handling so tainted source always taints destination. - Fixed updates to old water modData with FluidContainer calls. - Fixed issues with FluidContainers and non-natural finite water sources on creation (sinks, baths, etc). - Fixed not having a shear when a sheep had wool blocking the animal context menu. - Fixed over-production of dung by Wild animals. - Fixed issues with Added rat & mouse dung in definitions files. - Fixed high levels of dung for vermin and farming animals. - Fixed high levels of dung and vermin in IsoChunk. - Fixed Frankenstein animals on butcher hook. Sorry. - Fixed smoker characters accumulating stress when drinking milk, or other liquids. Milk is now 100% less stressful. - Fixed chopping down Holly Trees sometimes producing rotten berries. - Fixed players not keeping their momentum when vaulting over fences, either sprinting or running - Fixed not being able to climb over a fence when the player character is standing inside furniture. - Fixed Drinking animation using the wrong Pop Bottle model. Added attachment coords for drinking from Pop Bottles. - Fixed odd anumation with Tongs in the Forge_Armored_Gloves recipe. - Fixed WorldItemAtlas not using TINT textures on pop bottles etc. - Fixed Armor, Melee Weapon and Explosives schematics having inconsistent names with Blacksmithing schematics. - Fixed the name of the Spade Scrap Metal weapon. - Fixed errors when trying to repair items. - Fixed receiving Maintenance XP when repairing/sharpening undamaged Shears and Chisels. - Fixed duplicated inputs for Awls in Forge Fingerless Metal Gloves recipe. - Fixed missing Watermelon in the Collect Seed recipe. - Fixed Primitive Forge not being buildable with any concrete or clay cement bucket. - Fixed vermin dung items not being on the default list of items that are removed from the world after some time. - Fixed Clay Mug not being usable to make hot beverages. - Fixed some vehicle scripts having zombieType mechanic defined for them when they shouldn't. - Fixed vehicle radial allowing infinite sleep. Popup dialog is now generated once, and has no effect outside vehicles. - Fixed error when pressing E on Select Spawn Location screen. - Fixed syncing the selected tile and tileset between views in the tile-geometry editor. - Fixed radial menu option for siphoning gasoline picking the first empty fluid container instead of preferring gas cans. - Fixed issue with craft menu showing all input fluids as water / not showing currently applied fluid correctly - Fixed emergent issue with input items with IsEmpty flag not being fillable - Fixed more cases of being still able to build shelves inside another. - Fixed alarms not being triggered if the player set the time to a non-multiple of 10 (ie: 2:07). This does create an inconsistency as the clock UI and tooltips only display in multiples of 10 (an alarm ringing at 2:07 will still show 2:00 on the clock) - Fixed an issue where if a character lacked extra resources for additional constructions, building would fail while still consuming the items. - Fixed missing tile properties for player-made constructions. - Fixed missing moddata for created items by craftRecipe, that saves used items. - Fixed missing SurvGuide button for controllers. - Fixed the RDSBleach story having Rat Poison in the hand of the corpse if Rat Poison is used by the story and not Bleach (the story name itself is really just a variable name). - Fixed missing ground model for the stethoscope item. - Fixed some lua code using getStress and not getBasicStress, which would apply extra stress to characters with the smoker trait. - Fixed some issues with inappropriate vehicle key spawning. - Fixed oversized crafted paint brush. - Fixed issues with water sources displaying an empty context menu when the player isn't thirsty, dirty, and has nothing to fill. The 'drink' option will now always show regardless of thirst level as this was being interpreted as a bug. - Fixed ISUnequipAction from not properly validating if the player actually has the item in question. In situations where a heavy item was equipped in both hands, this could lead to duplication if the timed action was called on both the primary and secondary hands as the player would drop it twice. - Fixed missing canDetach Lua callback for WeaponParts, similar to the existing canAttach callback. - Fixed masks not being unequipped and re-equipped when drinking. - Fixed some nutritional values of fluids. - Fixed world item removal not being able to remove items with underscores in their IDs, now they can both match their full IDs or the previous case used by items like glasses and vests. - Fixed not being able to delete user-defined sandbox presets. - Fixed vehicles being too bright inside buildings. - Fixed Game controllers being activated by default when seen for the first time. This is to avoid issues with peripherals that appear to be game controllers but are not. - Fixed harmless error message on MacOS when calling glfwSetWindowIcon(). - Fixed "compatibility mode" breaking rendering by forcing 1x tile size, which doesn't exist any longer. - Fixed dismantling electrical items still testing for favourited. - Fixed Wrench and Engine Parts not counting and not being moved to main inventory before repairing an engine. - Fixed being able to sleep on "out of gas" signs. - Fixed not being able to apply plaster to walls/window frames/door frames. - Fixed not being able to lock doors built with matching keys and knobs. - Fixed Paint/plaster action not being able to use any item with the Paintbrush tag instead of the specific Paintbrush item ID. - Fixed Screwdrivers being a hard requirement for attaching/detaching WeaponParts. The `CanAttach` and `CanDetach` Lua callbacks are now exclusively used for validation. All current WeaponParts except AmmoStraps now use `Recipe.WeaponParts.hasScrewdriver` - Fixed issues with cutaways. Interiors of cutaway buildings are blacked out when the player is more than 10 square away from the building (buildings still cut away when aiming from a distance, due to the need to see occluded areas on the north and west sides). - Fixed issues with code for Locket names, to allow for better translation. Postcards will now use their own text entry for their name logic. - Fixed obsolete lines and wrong corner sprits in log fence and stick fence scripts. - Fixed HollowBook tag being used by both books that could be hollowed and books that had already been hollowed, allowing for infinite crafting. Books that are hollowed now use the IsHollowedBook tag. - Fixed several recipes not accepting the crafted bowl, there are no separate resulting items for now, so once consumed these will return the standard bowl. - Fixed not being able to prepare salad using the crafted bowl. - Fixed an error when getting muffins from a tray. - Fixed skill level requirement not matching the level that unlocks the last wooden chair tier in the menu. - Fixed depth textures on two vegetation drying racks. - Fixed an error that could occur when right-clicking multiple items, on account of new debug and item research information. - Fixed being unable to craft long spiked clubs. - Fixed survivor bags not having Butchering I-III. - Fixed missing recipes for forging some axe head items. - Fixed missing recipes (axe heads, fleshing tool) to characters with smithing professions or traits, and to smithing magazines. - Fixed distorted savegame thumbnails. - Fixed missing 2nd story outside wall of the house at 7116x9163 - Fixed "Converting world" text not displaying the correct number of files being copied. - Fixed Tim the marching-zombie progress indicator overlapping the "Converting world" text. - Fixed Table clipping through a wall from another room at 11945x6878. - Fixed "Make Jar of Produce" not consuming the jar. - Fixed American Homesteading Farming magazine teaching the separate jarring recipes. - Fixed the Interact key (E) sometimes queuing up multiple actions when held down a bit too long. - Fixed moving food into bowls not setting their cooked status. - Fixed being unable to pick up medium drying racks. - Fixed large comboboxes and other controls in CharacterCreationMain on small screens. - Fixed missing areas on the in-game map. - Fixed Moodle Size option not affecting the displayed moodle size immediately. - Fixed building recipes referencing the MasonsTrowel item not referencing the MasonsTrowel tag instead. - Fixed players being able to walk through large plant drying racks - they now occupy all four squares of their footprint without any ghost tiles. - Fixed plant drying racks not being pick-up-able. - Fixed characters failing to climb down ropes attached to a fence. - Fixed modOptions not saving. - Fixed animal and zombie corpses clipping with the ground tiles when dead. - Fixed ISPaintMenu.lua from passing the wrong variable to getWallType()
42.2.0 UNSTABLE Released
How do I subscribe to the Unstable beta branch?
[expand type=details]
NEW
- Building and Vehicle keys, when properly spawned, will have data regarding their origin coordinates recorded in the item data. - As a Debug or Admin tool, items that have their origin coordinates recorded can be right-clicked on in the inventory interface to get an option to teleport to that item's point of origin. - Note #1: This will only work for keys spawned after this update; pre-existing keys will not provide that functionality. - Note #2: This will teleport the character to the square a vehicle initially spawned in. If the vehicle has been moved, it will not be at the teleport destination. - This is a debug tool for checking exactly what keys unlock but could have other debug/admin utilities for stuff like annotated maps, fliers, quest items, etc.
- Added isThumpable = false to several buildMenu entities that shouldn't have collision. - Added moveables properties for several buildMenu entities that are missing moveable properties. - Added proper model for Wooden Spade. - Added new Music Fest flyer. - UI improvements when creating animal designation zones - Fixed calculation of which square is under the mouse pointer. - Highlight the square under the mouse pointer. - Render the zone being created in red if the zone size is invalid. - Cancel creating a zone after releasing the mouse button when the zone size is invalid. - Fixed panel getting too tall to close with many animals in a zone. Changed the Livestock Zone UI to display a scrolling list of animals. - VRAM usage optimisation. - Added Concrete tag to all proper buckets and made it so recipes use the tag instead of specific bucket items. - Added MayDegradeLight to several recipes that use a Mason's Trowel.
BALANCE
- Updated loot distribution. - Increased gun spawns in gun stores and police storage to make them feel more rewarding to loot. - Spiced up prison storage loot. The storage room now acts as a repository for riot control's armor and shotguns. [Shotguns cannot properly spawn yet, mappers will put in steel/military lockers later.] - Added PrisonLaundry to the prison's laundry room. Washers and dryers should spawn uniforms. - Added the Locksmith, Florist, and Craft Supply vehicles. - Set up the Fire Department garage. FireStorageMechanics, as well as PiliceStorageMechanics and police garages, have a decent chance to spawn a red lightbar. - Fleshing Tools now have a chance of spawning with other tools in GigaMart; however, as with any other loot spawning, they will not always spawn in GigaMart. - Added the Fleshing Tool to several loot distros/contexts. - Adjustments were made to force butchery containers to spawn in many grocery store and kitchen contexts; previously they could spawn but not always, now the loot spawning code will try to always ensure that at least 1 butchering container spawns in relevant contexts. - Seafood delivery vans can sometimes spawn a Fleshing Tool in their cargo compartment.
- Added blacksmithing vans and stepvans. - They will spawn metal welder loot until the loot distributions are updated to have them spawn blacksmithing items. - Torches (drainable that can be activated) are now consistent with any day length. - Also adjusted some of the light strength for some torches (penlight being way smaller than regular torch for ex.) - Duration of the battery depends on light strength, the Torch will be around 24h, Lighter only 1h, smaller light strength will mean longer battery duration. - Updated Charcoal Burning Pile to accept any item with the DigGrave tag, not just Base.Shovel. Added MayDegradeLight tag so there's a small chance of damaging the tool used.
FIXES
- Fixed character body overtwists while aiming and rotating. - Character's upper torso no longer gets frozen as it twists around, due to missing valid animation. - Default aim animation requires condition { weapon == '' } - However, before the character has equipped anything, they have weapon = nullPtr. - Updated StringUtils.equalsIgnoreCase to return TRUE if both strings are either null or empty. - So these all return TRUE. - equalsIgnoreCase("", "") - equalsIgnoreCase("", null) - equalsIgnoreCase(null, "") - equalsIgnoreCase(null, null) - Character no longer overtwists when unarmed or holding a 1handed melee weapon. - Unarmed and 1handed aim anims have a maxTwist of 45 degrees to prevent over-twisting the spine. - 2handed and projectile weapons still allow a 70-degree max-twist. - Maximum twist now dictated by parent AnimLayer. - Sub-layers can only twist up to this limit. - ie. aim maxTwist = 45 degrees cannot be overridden by the turning sub-state's maxTwist = 70 degrees. - Fixed character animation freezing when cancelling exercise. - Fixed texture compression not working on Windows OS. - Fixed issues with vehicles on Mac. - Fixed characters spawning in Muldraugh with the Doctor or Nurse profession being trapped in a wall when they spawn in Cortmans. - Fixed negative-world-coordinate issues with vehicle collision and interaction. - Fixed being able to open Doors from afar. - Removed mode:use from several recipes. - Fixed several packing recipes allowing for mixed items. - Fixed Create Brain Tan recipe duplicating Bowls. - Fixed duplication of bowls when moving food from a pot. - Fixed a reference to an armor item instead of the recipe that creates it in one of the metalworking recipe magazines. - Fixed issue where recipe input items missing module declaration (such as 'Base.') would be counted incorrectly for crafting requirements. - Fixed several missing recipe names. - Fixed bucket models missing in animations. - Fixed wall blood splats rendering on cutaway areas of walls. - Fixed wall blood splats rendering too bright on dark squares. - Fixed B no longer closing crafting menu. - Fix isExclusive flag not working for right-click context menu crafting. - Fixed missing blocks placement property for several new crafting-related tiles so that players can't build additional tiles on top of them. - Fixed errors with new vehicle textures, including locksmith vans using only one of two textures, florist stepvans incorrectly using masonry stepvan textures and a missing texture for one masonry stepvan. - Eggs will lose their fertilized status when too cold (inside a fridge). - Fixed Context Menu for Open/Close doors from triggering then canceling the WalkTo action. - Fixed "Possible Items" tab not resetting after closing the menu. - Fixed an error with teleporting while having the vehicle animal trailer UI opened. - Fixed being able to build shelves inside one another. - Fixed being able to place shelves in the wrong orientation. - Fixed smelting recipes not consuming certain items, like pans. - Fixed broken behavior when climbing over combined north-west fence corner tiles. - Fixed the Residential colorblind pattern not being applied on some buildings. - Fixed error with the sandbox setting for "percentage of weapons attached to zombies"-code. - Fixed not being able to attach a large stone axe to the back hotbar slot. - Fixed flax seed packets requiring/giving the wrong kind of flax. - "Put in" foraging context menu option now uses InventoryContainer.isItemAllowed for validation. - Fixed exception in ISRemovePatch when attempting to give the player a patch back. - Fixed some typos with item names. - Fixed some typos and errors in existing flyers. - Fixed lamp context menu not setting playerObj and playerInv, causing errors. - Fixed removing a gas mask filter not setting the filter's current uses correctly and not setting the NoFilter variable if it's a mask that gets replaced by a different item ID. - Added PlayerData null safety check to ISVehicleDashboard.onExitVehicle.