HomebreweryTEST
Don't download this unless I tell you to, it probably doesn't even work outside of QATest branch anyway!
CHANGELOG
4.7.XX - 2026-06-XX - A Tomodachi Life Well Travelled
Added
- Test Dye subcommands for altering a specific property can now be used with a + or - as an argument before the actual number to add/subtract rather than directly set the value. Example usage:
/hb testdye hue + 15/hb testdye con - 0.1(Note the space between the value and the +/-). Oh and also the command will now prompt the eyes and mouth to redo their colour properties as well now rather than just refreshing all your gear slots. - Additionally, HB's custom savefile now stores the ColorAdjustShader_Profile object from any dye you use rather than just copying the values from it, you won't notice anything different looking at the file though. What this means is that edits to TEST Dye should update with the character display refreshes (which the chat command prompts it to do), so you don't have to constantly reapply it (and the game would complain about you trying to do that anyway).
- Speaking of which, a patch has been added to make the game allow you to apply a dye to all gear slots even if it's the dye you already have on. It's not like it's going to be wasted when we've already set all the dyes to be non-perishable anyway.
- An extra button has been added to the Un-Dye context menu labelled "Revert" which will set the gear slots to use the dye that the vanilla code says you are using, the one it displays in the inventory UI. This is what the Un-Dye "All Gear" button used to do, but that wasn't consistent with how the slot specific buttons work. That "All Gear" button now effectively does what the slot ones do, which is set the slot to use the plain ColorAdjust values of 0 Hue, 1 Saturation, 0 Brightness and 1 Contrast.
- A new Beak "texture" option has been added at the start of the list which is actually null for both closed and open, this is so that a custom beak can use its own texture rather than being overridden by the mouth texture being applied. For the vanilla beaks, they will be set to the vanilla beak texture with the nostrils which iirc was the first one in the list previously anyway.
- Pressing "Z" in character creation will now pause the character movement and force them into their default position. (Note that each race is separate so it will only affect the one currently selected)
- Custom Weapons have a new property:
_noPitchShiftwhich if true, sets the Pitch to 1 on any AudioSource about to play the swing/draw AudioClip rather than randomise it.
Fixed
- Kiseff for some reason decided to disorganise the assets containers for the weapon meshes, making it a pain to actually load the ones I want and not all the ones that are clearly unintended duplicates that aren't being used anywhere in the game anyway. So now I have to load the entire weapon mesh container and then tell those weird ones to unload before caching the proper ones into the Meshes Dictionary.
- The projectile sets container paths were also altered, but not in any way that's complicated to fix.
Changed
- Weapons no longer have the
_weaponDamageand_bonusDamageproperties, since it seems the damage code will check an AnimationCurve for the base damage, instead weapons now have_bonusFloorWeaponDamageand_bonusCeilingWeaponDamagewhich look like they work as_bonusDamagedid, but specifically for the upper and lower ranges. As of writing, both of the maximum values for the stat among vanilla weapons is 12, so the clamp point for these properties will be 17 for now. - The StatStruct property
_ailmentResist(int) seems to have been replaced by_resist(float), meaning the values are now percentages maybe. The highest value among vanilla items was 0.02, so the clamp has been set at 0.07. - "Meat's (lack of) Shield" no longer has a mesh assigned to it, meaning it won't show any hollow enchanted effect if your equipped shield is enchanted. Back when this item was first made, there had to be a Mesh assigned or else the game would have a tantrum about it, but now I am smarter and I know mediate it.
- Custom consumables now always get given a dummy empty GameObject for their consumableObject property even if they do not have a custom sound effect associated with them, this will mean the method to detect a consumable was used can work even if the host's version of the item lacked the sound effect (i.e. they removed all the asset files for lower memory usage).
- The "Everything accomplished" log message is now logged when my postfix patch on MainMenuManager.Awake is completed, and states the time elapsed from HB's instantiation to that point. This is when the main menu finally displays.
- Kubolds will no longer get custom allrace Mouths or mouths from other races since their mouth mesh UV layout is different enough that they basically always look broken. Not really much point in flooding their parts list with them.
Removed
- All the GLB files for the vanilla hairs have been removed as this is now handled in-code via the new content loader's system for custom Hair parts.