Build 42.13.0 UNSTABLE Multiplayer Released
FAO MODDERS
Please see the linked guide for information on how to update your mods to work with 42.13.0 and beyond, and how to make your mods MP compatible.
MULTIPLAYER DETAILS
The Multiplayer build is WIP for stress testing. To ensure a smoother experience and simplify bug tracking and resolution, please adhere to the following guidelines before joining a MP session:
- Disable Debug and Mods (even client ones).
- Disable Ragdoll physics.
- We strongly recommend only playing in coop or on whitelisted servers.
- We do not recommend having more than 20 player-slots on your Dedi servers for now.
NEW
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Improved target selection when aiming firearms. The system now prioritizes body parts, making the head the primary target, followed by the spine, pelvis, and then other limbs.
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Inventory/Object Interaction:
- Update items that can be equipped/unequipped while walking -- Appropriate clothing and container items can be equipped while walking, such as hats, gloves, glasses, satchels, backpacks, etc. -- If a character is walking while also performing the unequip action for a clothing or container item that cannot be worn while walking then the unequip action will be cancelled.
- Added a new body location slot, "satchel". Satchels, water bags, and cowboy canteens now all use the body location slot "satchel". Water bags and cowboy canteens previously used the ammo_strap body location. Satchels previously used the back body location.
- Double Clicking on Items in inventory should perform non-destructive actions if appropriate.
- Double Clicking on Bandages now applies them to an injury. If there are multiple body parts that can benefit from being bandaged, then the body part that is inflicting the most current damage will be the one that is bandaged.
- Double-clicking on literature and map items that are in the players inventory, will, if they are supposed to be readable by the player, will start the reading actions.
- Double clicking on containers that don't have a body location or in-hand model will still equip them. How what hand is equipped is as follow: -- If the secondary hand if empty then it is equipped in the secondary hand. -- Otherwise if the primary hand is empty then it is equipped in the primary hand. -- Otherwise, regardless of what already is in the secondary hand, it is equipped in the secondary hand.
- Lighters and Walkie Talkies will be equipped and turned on when double clicked while in a character's inventory.
- Double clicking on items in the players inventory that can be activated, such as flashlights, will equip-and-activate if unequipped, or unequip-and-deactivate in equipped. -- Candles and Hurricane Lanterns aren't included with this, as they don't work like Flashlights. -- Double clicking on unlit Candles and Hurricane Lanterns in a players inventory will, if the player has a lighting object, automatically light and equip the Candle or Lantern.
- Double-clicking on boxes/bundles/cartons/etc of item in the players inventory will unpack them.
- Players will no longer start eating food items on double click if the player is aware of them being hazardous to consume on account of them being burned, rotten, dangerous uncooked and also uncooked, or has poison that the player is aware of.
- Added item icons to the "Destroy For Fuel" and "Light Fire" context menus.
- Multiple items can be set Unwanted or unset Unwanted when selected.
- Changed the loot-window "Take Same Type" text button to an image button, to match the inventory-windows buttons.
- Moved the loot-window container title leftward since it overlapped the weight.
- Added a second button to the inventory window to transfer matching items to nearby containers.
- Context menu option will not be displayed for a drinkable item that is being used by an action.
- Items that can be turned on or off will have an "(On)" suffix in their display names when they are turned on.
- Items like Flashlights will now turn off when not equipped.
- When an item is equipped from the hotbar and it’s not a weapon, it will be placed in the secondary slot. If the slot is already occupied and the primary slot is free, it'll be equipped there.
- Added item icons to the "Add Liquid from Item" context-menu options.
- Tidied up RMC context menu WIP (many options are now moved into submenus and have icons)
- Item tooltips are now displayed for items in the "Fill" context menu for water sources.
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Crafting/Building:
- Add more sub - categories / recipe group in the Crafting Menu
- Can now shift + click on an input or output item to quickly search the exact type + can now search for Fluid
- Picking up and replacing input items for craft recipes behaves the same whether using right-click or the crafting UI
- Searching for recipes shows all recipes that have the same characters
- Frozen food for evolved recipes now show/explain they cannot be used.
- Added a keybind under Combat, "Sharpen Weapon," that if pressed and the player has a sharpenable item in their primary hand and can sharpen it, the Sharpen Blade craft recipe will be performed on the sharpenable item.
- Added code to handle battery-based radio power similarly to drainable uses, including input flags, so that craft recipes can handle inserting or removing batteries.
- Locked the crafting panel by default so it doesn't go away when you walk.
- Added a 'show all recipe' tickbox in the handcraft panel, removed the cheat Recipe.SeeAll
- Moved Plastering, Wall Paper and Painting options to the Build Menu -- Remove all above from RMB context menu, add tooltip to advise players of the move -- Added new icons in Build Menu
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Added new trait: Motion Sensitive
- Motion sickness now occurs when moving both forward and backward, with an exponential increase based on speed.
- Effects are doubled during skids or sharp turns.
- +25% sickness progression when off-roading.
- Motion sickness now affects all vehicle occupants, progressing 50% slower for the driver.
- IRON_GUT reduces progression by 30%.
- WEAK_STOMACH increases progression by 30%.
- MOTION_SENSITIVE replaces POOR_PASSENGER and is available in both single-player and multiplayer.
- Trait cost: -4.
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Lighting: -Disabled individual rooms being darkened. Entire buildings are still blacked out when cutaway from a distance.
- Barricades (except metal sheets) and Curtains allow some light to pass through them, even when vision is blocked.
- Added properties to control light being filtered through closed curtains. Details for Modders/Mappers:
- LightFilterR/G/B can be used to change the color of light passing through curtains. The value ranges from 0 to 255.
- LightFilterIntensity is the percentage of light allowed to pass through a curtain. The value ranges from 0 to 100. 100 allows all the light through.
- LightFilterMix is a percentage of original light color to act as minimum RGB values. The value ranges from 0 to 100. -- The time it takes a room to fade to black, and how black the room gets, can be configured with the configRoomFade(seconds, percent) Lua command. --- 'percent' ranges from 0 (no effect) to 1 (full black). The defaults are 0.8 seconds and 0.66 percent black
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General:
- Allow mods to fill registries by running + how to update mods in 42.13.0 guide
- Added checks to see if clothing items are worn or equipped for clothes ripping recipes will be bypassed if the parent container for the clothing item is a corpse.
- Updated debug RMC options to use the same icon as the debug button.
- Worn bandages now show if they become bloody. Worn clean bandage models will dynamically change to the bloody version if the bandage itself becomes bloody.
- Added new toy items
- Added quick tips, displayed when loading a game.
- Adjusted vehicle physics so trailers twitch less
- Emergency Vehicles with radio will have Automated Broadcast channel in presets.
- Character-info-window trait tooltips now show the trait description, in addition to the name.
- The Escape and Enter keys activate the Back and Next buttons in the sandbox options screen when creating a character.
- Updated icons for siphoning and adding fuel to a vehicle.
- Added an accessibility option to automatically mark locations on the world map when print media items are read.
- Backpacks will display their blood level on a scale of 1-100 when right clicking on sinks for the washing option.
- "Wound" and "Zombie Damage" will not appear as clothing option categories in character creation when all clothing unlocked sandbox setting is enabled.
- The old legacy decorative corn tiles will be replaced by the new functional corn crop tiles, and proper crop objects created, in new world.
- Added additional bit flag setting for climbable standalone walls to include non-fence types to allow Walk-To pathing to function with them.
- Added additional logic to Walk-To cursor, if an invalid square is selected, not a floor or is an empty space, it will check for a valid square below up to the Z level limit. This allows traversing down stairs and from higher elevations to lower. Going from lower to higher elevation is not possible yet.
- Added check to prevent interacting with crates and containers directly through stairs, interacting over the edge of stairs is still possible.
- Added additional logic to gamepad detection in the main menu and ISPanelJoypad to handle disconnecting controllers at the main menu, reverting fully to KB+M control scheme until a controller is reconnected. Also addresses icons and highlighted sections lingering in the main menu after a controller is disconnected.
- Added displaying labels when mousing over brochure and flier icons in the in-game map.
- Restored the good-color halo text appearing above the character model when auto learning craft recipes. Added good-color halo text above the character model when growing season; mechanics; and generator recipes are auto learned.
- Added nonPerishable property to item scripts where appropriate. -- This property is a flag to explicitly say a Food item is intended to be non-perishable, otherwise it will be flagged during VerifyScriptItemVariables checks.
- Added daysFresh and daysTotallyRotten property to many natural items and products.
ANIMS/MODELS
- Added tying anims (high, mid and low) for building workstations and items
- Swapped out anim for Building Low No Tool timed action
- Adjusted ShoveAim animation so screwdriver doesn't intersect with head
- Made eating mussels use 'eat small' animation
- Changed drinking from cooking pot so prop2 animates like it's been drunk from
- Added animation and prop when using a Ripple Comb
- Changed filleting fish anim to use slice food anim
- Added new taking off herb rack anim
- Recentred normal glasses as they were offset
- Changed cowboy canteen to have no mask
- Changed TrousersMesh_DenimLight.xml to use skinny jean texture and not the trouser model
- Added bloodclothingtype neck to turtle neck item
- Changed protection areas for hooded items
- Added timed action to kiln recipes as a temporary fix
- Added items and models for Carved Buckets of Plaster and Wallpaper Paste.
- New Mixed Herbs sprites for Drying Racks
- Made CD model slightly thicker to avoid Z fighting
BALANCE
- Added a distance bonus for finding items further apart in foraging. -- The bonus is capped at 20 squares. -- This bonus is snapshot the instant an item begins to be revealed. -- XP bonuses for difficult finds/diminishing returns for low level items still apply. -- XP has been removed from the pickup action while foraging. Only finds will grant XP. -- discard Item option has been removed. -- updated "Force Find". Now checks to place a new item when the maximum 2D distance travelled without a find increases.
- Claustrophobic characters now gradually gain Panic while inside a vehicle.
- Smoking now reduces stress for non-smokers too. Smokers get x2 stress relief from them.
- Players will no longer spawn with a pistol, magazines and ammunition.
- The Former Scout trait now grants 1 skill level in the Fishing skill.
- The Former Scout trait now provides the MakeFishingRod, FixFishingRod and MakeChum recipes in regards to granting "Survivalist" recipes.
- Chamomile, Honey and Mint boost flu recovery when added to a hot beverage.
- Jar of produce is now fresh for 30 days and can stay fresh for much longer if cooked.
- Food sickness now always reduces over time unless corpse sickness is actively accumulating. -- Corpse sickness accumulation still respects DecayingCorpseHealthImpact setting.
- Cooked jars of preserved food that spawn in the world will take as long to get stale or rotten as ones that are created by the player
- Large Buckets will be consumed when building forges.
- Tile building will now check for valid squares before consuming inputs and not afterwards.
- Characters with short sighted will again spawn with proper glasses.
- Dropping a held item or transferring an item from the ground to the player's hands is much faster.
- Opening an umbrella when equipped will keep it equipped in the same hand.
- Favorited bandages or rags can now be cleaned or disinfected.
- Merged Make Jar of Produce and Make Jar of Roe recipes.
- non-thumpable window frames are now properly evaluated for the presence of windows before allowing scrapping.
- Canned Eggplant doesn't need to be cooked to be added to salads or anything else.
- Opened Canned vegetables no long have the hasMetal tag.
- Restored Lighter and LighterDisposable having more than 5 uses.
- Removed collision for player-placed mouse traps.
- The Jawbone War Axe, when multi hit is enabled, can strike 2 targets similar to the Fire Axe.
- The Large Bucket item no longer has the Heavy Item tag.
- Ripping/cutting clothing etc. recipes take 40% of the time they previously did.
- Restored lighting candles and hurricane lanterns also equipping them in the players secondary hand.
- Adjusted crawler anims when attacking player so they flow better
- Scale the inventory-window and loot-window image buttons to match the height of the text buttons.
- Craft recipes to open sealed fluid containers, such as opening canned beverages or uncorking wine, now uses the Unseal input flag instead of onCreate code.
- The craft recipes for lighting candles and hurricane lanterns uses flags instead of OnCreate code to both activate the lit item and also equip it in the secondary hand.
- Rebalanced the yield from cutting up medium and small leather to be consistent with the yield from large leather.
- Added missing HasMetal tags for more items
- Added craftRecipe functionality for making the above two items.
- Added PopBottleRare to the valid inputs for the Improvised Gas Mask recipe
- Crop Farmer and Livestock Farmer renamed to Farmer and Rancher.
- Renamed Prescription Reading Glasses item to Reading Glasses.
- Improved the prioritization evaluation of what body part to bandage
- Configured Race Cars in NASCAR Configuration
- Updated metabolics and muscle strain for a few new timed action scripts related to drying racks.
- Added a minimum radius to Foraging affinity checks, it now only triggers an affinity find once per chunk.
- Adjusted trigger for distance XP snapshot to occur when a marker arrow appears.
- Added reset for lastSpottedX/Y when player toggles search mode.
- Added old car parts and normal suspension parts to Junk loot tables, these spawn with a randomized condition.
- Added Hops to WildPlants loot, these spawn with a random amount of seeds (1-10) 75% of the time when collected.
- Added Investigate Area window controls to the Back button menu for gamepad support.
- Reduced the size of print-media and stash-map icons on the in-game map when zooming out.
- Added missing assembly of Garden Forks to the AssembleLongerImplement craftRecipe.
- Changed the display category of the Watering Can from "Gardening" to "Water Container"
- The Improvised Battery can be disassembled to recover the battery and the electrical wire. In order to facilitate recovering electrical wire, steel wool and aluminum can no longer be used to assemble an improvised battery; now only electrical wire can be used.
- Added slight discomfort to firefighter jacket and pants.
- Now adding gasoline to a vehicle will take less time than siphoning the same amount of gasoline from a vehicle.
- Cap the survivor in hordes chance to 15
- Changed "Stick or Branch" to "Tree Branch or Wooden Rod" for the start-fire-with-notched-plank tooltip.
- No longer allow Cooked food to be Cooked again.
- Clicking on a craft station will not open it if the Destroy cursor is active.
- Restored the possibility of characters spawning with trait or profession related key rings.
- All police vehicles will have a HAM radio.
- Changed "Wash All Others" text string to "Wash All Bandages" for washable bandages, rags and strips
- Blacklisted decrepit houses without doors from being survivor houses
- Map items will now have the green checkmark icon for a player that has read.
- Renamed Muffin Tray with Muffins item to Plain Muffins, and Muffin Tray with Biscuits item to Biscuits.
- Removed manual ingredients toggle for the build menu.
- The yield of pasta provided by opening a boxed mac and cheese will be enough to create only one pot/pan of pasta instead of six.
- Double clicking on packs of hotdogs; hotdog buns; and hamburger buns will unpack them.
- Allow "Sew Bear" to accept ItemTag.Button instead of Base.Button
- Removed some old grass tiles
- Removed world inventory fluid container options from world RMC. (they're still in inventory)
- Removed needTobeLearn in the CraftRecipeBuilder (now use the already existing needToBeLearn)
- Updated leather items' names.
- Tooltips for fluid containers now display calories, proteins, lipids and carbohydrates for the current amount in the container, not per 1000mL.
- Added calorie and carbs values for some fluids. Tooltip now displays values when they're zero.
- Walls no longer cutaway when player aims+hovers over buildings
- Added Sparklers to the pools of items that can spawn as clutter for the House Party, Kid's Bedroom, and Beach Party stories so that they are less bottlenecked as Pipebomb ingredients.
- Removed Crushed Limestone from the game; steel manufacturing recipes now use Limestone instead of Crushed Limestone.
- Removed crushed copper and iron ore from the game.
- Closed umbrellas have the same maximum condition value as open umbrellas.
- Added missing Sharpness quality and Sharpenable tag to Handiknife and Multitool.
- Added missing Sharpness Quality for Kitchen Knives.
- Edible liquids' properties state how many calories character gains per container instead of per liter
- Disabled animated Endurance moodle indicator until edgecase issues can be addressed
- Updated loot distribution
SFX AND SOUND FIXES
- New SFX for spear crafting animation (wood and bone)
- New SFX for Wringing out wet clothes
- Container Drawer Wood Large SFX
- New SFX for Containers: Antique Oven, Fireplace and BBQ
- New Sounds for Adding Items To Beverage
- Play the 'Hammering' sound during the MakingHammer_Surface animation
- New SFX for lighting campfire with notched plank
- Fixed vehicle horns only playing twice.
- Changing Sound Event For Player Rustling Through Bushes
- Some sprinters don't play vocals event
- Zombie thumping on windows trigger extra sfx event
- Fixed Water Tower making electrical SFX due to ele