Added list of content to mod info dialog Improved power network removal performance Made team colors for relevant blocks display during placement (Contibuted by Improved liquid bridge throughput Made Surge Alloy discharge lightning when destroyed in containers (Contributed by Made player stop shooting when a controlled suicide unit is killed (prevents Crawler chain-deaths) Made vaults/containers able to replace conveyors Buffed Fortress, nerfed Scepter, buffed Reign, buffed Vela Fixed insect units not being able to walk over solid blocks on space floors Fixed constructed blocks sometimes having low health on servers' Fixed waves being infinitely skippable when game is paused Fixed certain status effect combinations not triggering damage Fixed crawlers not exploding next to cores Fixed "#" in any logic string breaking instructions Fixed logic blocks resetting state on map load or connection changes Fixed notch covering up left/right UI elements after rotation Fixed a black screen appearing after switching applications in certain situations Logic: Added sensor for force projector heat Logic: Fixed units disappearing when moving to infinite position Logic: Made 'invalid' operations - such as sensing null blocks or 0/0 - return null instead of 0 Logic: Added `=` operator for exact comparisons, e.g. Mods: Many various bugfixes for json effects Mods: Fixed trailing commas in hjson files being parsed as part of unquoted strings Added log file for data-loading events - should assist with fixing the data wipe bug Added new splash damage algorithm - should lead to faster & more accurate explosions, but may require balancing Made data export zip include folder entries and strip absolute file paths - this may fix some issues with external archive programs Made builder/repair AI flee from enemies when idle Made turrets/units take enemy hitbox size into account when targeting Fixed editor breaking building links on resize Fixed 128+ cores on map breaking servers Fixed enemy power nodes getting linked w/ allied ones, leading to buggy power behavior Logic: Deprecated "commanded" use `controlled` instead! This sensor will be removed in a future release. Logic: Made `controlled` return ctrlProcessor/ctrlPlayer/ctrlFormation/0 depending on controller type Logic: Added sensors for `dead`, `controller`, `size`, `boosting` This allows for self-replicating processors. Logic: Made config / unit building instructions accept buildings as configuration to copy their config. Logic: Changed default unit control state to be 'idle', not 'stop' Added logicUnitBuild rule Sandbox server owners are advised to disable logic building with `rules add logicUnitBuild false`. Improved bridge & power node linking previews Cores can now replace most transport blocks turrets can now replace each other Added 'defender' AI for Oct follows nearby units Added automatic conveyor/conduit bridging over obstacles Made water extractor use metaglass for building, to be consistent with pumps Campaign: Various tweaks to make background simulation more accurate Logic: Disabled packets for config may desync, but will help reduce lag Logic: Added support for negative draw coordinates Logic: New text parser supports defining and jumping to labels with name: instead of numbers Logic: Made dead sensor return 1 for null, to simplify validity checks Internals: Removed all code for disposing resources on exit this should be handled by the OS now Disabled logic unit building for servers by default Made bridges autolink when dragging multiple lines Added status effect display to bullets (icons contributed by Added bullet stats for continuous laser turrets (e.g. Added list of status effects to core database Fixed logic units being able to take/remove items from any team block Fixed logic blocks not saving buildings on reload Fixed separators consuming power when idle Fixed player not respecting formation speed on servers Fixed player moving slower on servers with status effects Fixed bridges being planned without unlock in campaign
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