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- NEW
- - Sheet Curtains attached to animated doors are now rendered in 3D, attached to the animated doors.
- - Added a craft recipe for Sawing a Plank from a Large Branch.
- - Further development of an "InheritFood" inputFlag for craftRecipes.
- - This is intended to automate translating all of the food qualities from the appropriate input to the appropriate product(s), such as properly splitting a pot of soup into bowls of soup, with all of the proper nutrition, cooked, poison, old, etc.
- - Ideally, for most cases for food craftRecipes, having "InheritFood" on the proper input should produce the desired results without needing an OnCreate lua function.
- - Added functionality for an "InheritCooked" craftRecipe input flag.
- - If an input with that flag is Burnt, Cooked, or Frozen, according to the code the output should also be Burnt, Cooked or Frozen.
- - Added Fire Axe Head item and enabled all of the business with them breaking and being assembled and disassembled like other axe items.
- - Added Masonry business vehicles so more Masonry Chisels spawn.
- - Added Craft Supply business vehicles so more Clay spawns.
- - Added Florist business vehicles because we have pretty flowers.
- - Holly trees can sometimes drop Holly Berries when chopped down.
- - Updated crafting/clay van texture.
- - Added Wooden Spade item and carving recipe.
- - Added recipe for crafting Molotov.
- - Added the Log tag to Log item, so that it can be used along with other tags in an input.
- BALANCE
- - Adjusted how trees are evaluated based on their tile definition properties to determine their size and whether they yield logs.
- - A distinction was introduced within the smallest class of trees, differentiating between "really small" and "small" trees.
- - The really small trees will now drop one Log and a Sapling, bigger trees drop more Logs.
- - Revised tree health calculations to account for changes in log yield.
- - Note: Players with existing savegames will need to travel to unexplored areas for the "small but not really small trees" to drop logs when chopped down.
- - Adjusted weight of the broken branch item from 2 to 1.5.
- - Adjusted weight of Money Bundle from 1 to 0.5.
- - Large enough pine trees can sometimes drop pine cones when chopped down.
- - Large enough oak trees can sometimes drop acorns when chopped down.
- - Rebalanced tree chopping yields as excess Large Branches were dropping due to redundant code.
- - Crayons can be used to make green marks on the map.
- - Lowered base stress from the trailer crash story to avoid Ram/Bull killing players on sight.
- FIXES
- - Fixed some broken animations when holding 1handed knives. We are aware that there are still issues with overtwisting animations and will fix it soon.
- - Fixed Null-ref Crashes on User Machines due to missing Display.capabilities
- - Fixed a floating sign at 11657x8375.
- - Fixed the CarveShortBat craftRecipe producing a LongHandle.
- - Fixed missing craftRecipe for assembling spears from proper spear heads.
- - Fixed an error with the improvised flashlight recipe onCreate.
- - Added a check to prevent car keys from spawning in explored containers.
- - Fixed pathfinding failing going up or down carpentry stairs, as well as an issue with negative world coordinates.
- - Fixed vehicles ceasing to operate on the edges of the world.
- - Fixed off-by-one issue with which chunks are loaded around vehicles and ragdolls in negative world coordinates.
- - Fixed line-of-sight issues in negative world coordinates.
- - Fixed alarm clocks not waking up players in basements.
- - Fixed dung/feather could spawn on water & other unreachable tiles.
- - Limit the numbers of dung/feathers that can spawn according to the animal's zone size.
- - Fixed rotten/stale text on fertilized eggs (they were still considered as fresh, but text was wrong). Hi, Dipper.
- - Fixed unequipping animal corpse not dropping them on the ground.
- - Added the functions shouldHaveCollision to IsoSprite to try and help prevent inappropriate thumpables from being instanced.
- - Related to issues with both teleporting and basements, added safety checks to several functions that set the Z-level for game elements to ensure that they don't set their Z-level to be below the minimum or above the maximum Z-level of the game engine.
- - Fixed error with DebugContextMenu.onTeleportValid.
- - Replaced player:teleportTo with getPlayer():teleportTo for non-client teleportation logic in the DebugContextMenu.onTeleportValid function.
- - Fixed bugs when teleporting while in a vehicle, which also caused duplications and sometimes trapping players inside cars. Players will now be removed from a vehicle before being teleported.
- - Now any time a character in a vehicle teleports, it is funneled through one java function in IsoGameCharacter.java that will properly remove them from a vehicle.
- - Fixed the vehicle dashboard remaining on screen when teleporting from within a vehicle.
- - Pottery kiln recipes should now accept any charcoal type.
- - Fixed Make Improsived Flashlight not consuming the tin can.
- - Fixed zombies from ambulance stories not wearing masks. 10% of Ambulance Driver and Doctor outfit zombies will be wearing surgical masks.
- - Note that in build 42 10% of Nurse outfit zombies are already wearing surgical masks.
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