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CHANGELOG
Changelog
1.0.9
- Decided to just lamely raise the terrain around the outside.
- The Building Fall animation no longer plays on load (making it desync slightly). There's now a trigger field that makes it fall.
- Zapped the last of the error logs that happens due to my novice LC Moon Making.
- Updated Moon's code to use v70+
- Added Butler with a low chance, and a Big Birb outside with a low chance.
- Added a bit more clutter to the playground area.
Planned
- Particle Effects on the falling building setpiece
- Random chance the building (or more!) to fall fully down, blocking parts of the map.
1.0.8
- Added more clutter around the map. (I'm still figuring out a good "outside the map" clutter idea)
- Added colliders to prevent players from leaving the main map area.
- Changed a few settings (Updated for v60+)
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- Due to the new updates, there could be new console errors. I'll keep an eye out, though I might of gotten most of them. Please contact me if you find any I miss.
- Due to v60+, the moon has upgraded to S-
- Mineshaft 5% chance
- Changed spawn rates, removed Blob, added Barber (1% chance), Added ManEater (5% Chance).
- Removed an unintended way to enter the Fire Escape building.
Planned
- Still need to figure out how Triggers work to change the Building Fall Animation from "On Load" to "On Trigger"
1.0.7 (Hot Fix)
- Fixed Console Spam again, this time was due to me placing a few OutDoor Nodes in bad spots. Oops. Sorry about that all.
1.0.6
- Added small ramp for the destroid road segments to prevent going too fast and somehow take damage/vehicle cause of the speed.
- Added a ton more nodes on the map for outside enemies/things to spawn on. Should help the AI to path find easier.
- Mostly fixed the console spam for standing in the colliders around the ship. It should only happen once now.
- Added a bit more terrain detailing.
Planned
- More detailing outside the map
- Prevent players from leaving the main map
- A better animation for the Falling Building
1.0.5
- Moved a Node Point near the ship further from it. Mostly so it doesn't generate a Bee Hive and get some free stings in haha
1.0.4
- Changed all buildings to a Mesh Collider. Shouldn't have many issues with invisible walls again.
- Added a Box Colliders to prevent entry into some buildings that now has a Mesh Collider
- Flipped the Normals on some of the building Faces. Prevents some issues with the Mesh Collider.
- Removed the NavMesh Blocker from buldings you can enter in. Meaning the Ai can try and find you now if you hide.
- Fixed the ReadMe's Info section
- Added a Map to the ReadMe
- Added a few Pictures to the Readme
- Added a Red Light for the Fire Exit (just felt fitting)
- Fixed some floating debris
Known Bugs
- Steping around the ship causes console spam due it the colliders. Trying to figure out what's missing in those colliders.
1.0.3
I wanted to fix the Double Audio bug and decided to do a lot more also. So here's more bug fixes and tweaks.
- Shortened the Moon Descriptor (Again. Didn't beta test the last one)
- Updated Occlusion Zone (seemed fine but still should update it)
- Raised up the Item Spawn points for the Store Drop Ship so they shouldn't clip into the ground as bad.
- Fixed the Moon's surface not showing up on the radar
- Raised the minimum scrap value from 80 -> 450
- Fixed Audio Doubling from the building fall event (Start of round). Seems if you don't turn off the Audio it'll repeat it for some reason.
- Raised max day "enemy" count 6 -> 8 (trying to get more bugs and stuff spawned)
- Updated ReadMe
1.0.2
- Added the animation of a building falling
- Added more outdoor points for things to spawn and patrol around
- Added 2 box colliders to the debris in front of the ship's exit to make it easier to jump back into the ship
- Readjusted some spawn values of items
- Made the Moon Description shorter, since the scroll doesn't seem to always happen. Also gets the Moon's weather faster.
- Moved some of the debris around to make it easier to drive
- Added a light shining on the front door of the Main Entrance.
1.0.1
- Updated Thumbnail
- Lowered the broken-up street asset so the collider isn't as jarring.
- Extended the Main Entrance Scan Range to 1000 (might pull it back later)
- Made the Fire Exit's building slightly bigger to fit the Employee (You could before, just had to duck)
- Pushed the Fire Exit door against the wall
- Readjusted some of the debris to better "block" the Fire Exit building's floor 1 doors.
1.0.0
- Innitial Launch