People Playground 1.22
1.22 - November 1 2021
Added
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Much better bells. You can select a piano key in the context menu.
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Infrared thermometer
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Liquid outlet
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Thermal vision
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Vases
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Wire direction snapping
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Detached 30mm HEAT autocannon
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Entities feel momentary pain when stunned
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"Stop animation on damage" setting
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"Set object temperature" context menu option
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Escape key escaping things
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Objects are now destroyed if they are out of bounds for over 5 seconds
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"Recompile" button that is shown when a mod failed to compile. This way you don't need to restart the entire game when you are developing a mod.
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Maximum mod compilation duration setting. 10 seconds by default. A mod is only allowed to take this amount of time for compiling, otherwise its terminated and ignored.
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Blood decal & particle colours are now accurate to the actual liquid inside the body
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Water cleans objects
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Balloons now pop under pressure
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Exit wounds for stabbing
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Humans can get paralysed if their spine breaks
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There is a chance that an injury punctures the lungs of a human, which can cause low oxygen levels and death
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Organisms now have specific "vital" spots inside their body. For example, head injuries are no longer necessarily a brain injury.
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Organisms can now bleed internally. Internal bleeding can cause many issues, most obviously twitching, slowness, and loss of balance (in case of a head injury). Major internal bleeding results in death.
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More intense bullet metal impact sounds
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If set to "Drain", the blood tank can now spill into other containers. This means you can make finally a nitroglycerin shower. It can also spill onto non-container objects, but this will not transfer the liquid effects onto that surface.
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Firearms can accidentally discharge when dropped
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Multiselect using shift (by default)
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Toybox size is now remembered
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A few optional keybinds
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Unbind button in keybind menu
Changed
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Humans regenerate limb integrity slowly
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Lowered contraption spawn outline delay
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Living tissue regenerates visual blunt damage slowly
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Adjusted impact damage so that head injuries are more dangerous
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Fire kills less quickly
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Increased general impact damage severity
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Decreased blood impact particle intensity
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Decreased bleeding particle intensity
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Other minor changes to humans
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Disassembler is more likely to disintegrate things
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Increased maximum bullet penetration iterations to 128. This will make thick, soft obstacles more penetrable.
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Some firearm SFX changes
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Wood impact SFX
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Increased blood vessel wire transfer speed
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Minor changes to liquid rules
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Minor changes to the machine gun and 30mm cartridge
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Joint stress sound rate
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Beam rifle now heats up objects it strikes
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Blaster bolts heat up objects that they reflect off of
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Increased rocket launcher impact dismemberment chance
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Multithreaded the ambient temperature system
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The ambient temperature grid can now propagate more effectively
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Replaced "Symphony No.40, Mozart" with "Danse Macabre, Saint Saëns 🎃" in the Jukebox.
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Minor changes to keybind page
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"Show selection/freezing outlines" settings is now called "Show hovering highlights". It will also disable the red wire highlights.
Fixed
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Minor optimisation
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Minor bug fixes
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Weird bandage tool bug where you could attach it to other wires
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Water splashing being audible from seven light years away
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Ceiling turret not correctly saving/loading frozen state
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Syringes not being affected by pressure system
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Accidental overwriting of contraptions
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Bug where you could resize the toybox with middle mouse button
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Occasional flashes of light when spawning in items
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Bug causing knockout poison to appear pitch black
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Center of mass being all messed up when the object is resized or flipped
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Pull/push powers occasionally causing teleportation
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Disappearing center of mass etc.
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Accumulator not having a heat shield option
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Object pooling issue
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Lingering limb status UI things after deserialisation
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Conveyor belt pinning serialisation issues
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Lingering objects after disintegration
Removed
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The old bells. Contraptions with old bells in them will still work.
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PersonBehaviour.AverageAngle
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"Liquid overflow limb exploding" setting