1.24 preview
Preview 1.24 is now live on the preview branch. Please report any bugs here and follow the instructions carefully.
This is a preview branch. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
Added
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Liquid canister. This is a high capacity container that is vulnerable to bullets and has a variable buoyancy.
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Painkiller syringe
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Humans will pass out when they experience too much g-force
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Boat motor reverses on red signal
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For modders: support for transparent liquids
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For modders: Liquid.GetDisplayName()
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For modders: BloodContainer.ForceCalculateComputedColor
Changed
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Completely rewrote body shader (this may make humans from older contraptions look weird)
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Blunt damage causes bruising (new look)
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Bullets make bullet holes
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Stabbing makes stab wounds
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Touching hot objects & friction causes burn wounds
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You can switch back to the legacy shaders in the general settings menu
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Important for modders: wound intensity is now inverted (normal). The higher the Z component, the more intense the wound.
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Bullet impacts on bodies of water are more intense
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Stopping time has a shorter transition
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Androids are more durable
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Minor rendering optimisations
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Other minor optimisations
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Changed bullet hardness & damage distance calculations
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Limbs don't drain their liquid as fast when bone is exposed
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Humans don't panic as easily when shot
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Humans wince more when shot
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Humans and gorses regenerate blood slowly, if they're alive
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Bullets have 50% more impact force
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Tritium glows when seen in transparent containers
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Made punctured lungs more dangerous
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Increased g-force resilience
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Decreased human drown time
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Boiling bodies of water have no buoyancy
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Changing weather settings like rain, snow, and fog will now happen smoothly instead of abruptly.
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G-force damage no longer occurs when the organism was frozen
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Improved distant large explosion sound
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Changed AK-47 sfx
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Changed AR sfx
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Changed Submachine gun sfx
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Changed Shotgun sfx
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Changed Sniper sfx
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Swapped old Rifle sfx for sniper SFX
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Improved Gorse collision
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Increased explosion shrapnel lethality
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Made Ultra Strength Serum more potent
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Decreased bleeding particles intensity
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Minor tweaks to entity body temperature maths
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Increased body bullet impact sound volume
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Gave liquids nicer names
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Made human pain animation a little less rigid
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Organisms rot slower
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Increased minimum impact damage threshold for limbs
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Heat capacity is now calculated using object mass in addition to size & material properties
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Lowered object to air heat dissipation
Fixed
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Android circuit layer transparency
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Improved limb liquid circulation
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Fireworks detail view radius visible for too long
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Concrete debris suddenly disappearing
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Made rescaled living entities a little more stable.
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Boat motor saving issues
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Slider disintegration issues
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Unnecessary memory usage
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Electrocution issues
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Workshop upload dialog box being weirdly sized
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Fluorescent bulb glow overlay appearing in front of everything
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Issues :(
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Detectors emitting signals even when broken
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Human flesh layer not covering all bones
Removed
- Removed coagulation concentration calculation