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v1.17.14
Fixed a couple cause-of-death patches from v1.17.13 which did not work
v1.17.13
When using ScanImprovements, items which have been destroyed (gift boxes, homemade flashbangs, easter eggs, etc.) will no longer display on the scan command
Adjusted cause-of-death from several sources of damage
Baboon hawks now inflict "Stabbing" (previously "Unknown")
Forest Keepers now inflict "Crushing" (when falling over on players, previously "Gravity")
Kitchen knives now inflict "Stabbing" (previously "Bludgeoning")
Extension ladders now inflict "Bludgeoning" (previously "Gravity")
The ship now inflicts "Crushing" (when stuck under the deck, previously "Gravity")
The item dropship now inflicts "Crushing" (previously "Gravity")
Removed the patch for scanning in the Cruiser seats
If you are using the vanilla Cruiser and want this feature, install CruiserImproved (you can disable all the other settings, this mod also includes a lot of useful Cruiser bugfixes)
By design, Scandal intends for this to be impossible with Version-55 Company Cruiser (which I was breaking before)
This also allows custom vehicles like the Company Hauler and Scanvan to define their own behavior for scanning
v1.17.12
Fixed a bug (since v1.15.6) which caused the head cam to not work for masked or Cadaver Blooms
The above two enemies should also display a line to the exit again
v1.17.11
Removed several fixes that are now natively in CruiserImproved (thanks Scandal )
Reversed steering animation
Cabin light sync
Error logs when ramming enemies
Baboon navigation
v1.17.10
Fixed magnet attracting destroyed Cruisers
Cruiser animation fixes (thanks Scandal )
Fixed steering animation being reversed (causing your hands to desync from the movement of the wheel)
Now the car key is positioned/rotated correctly when other players are starting the car
Fixed animations being "offset" from correct positions if you enter the car seat after performing other certain actions
Fixed cabin lights activating on delay if other players insert the car key
Unpatched baboon hawks' navigation behavior when CruiserImproved is installed
The Cruiser's functionality was updated in v70 making this patch irrelevant to Cruiser interactions
As a side effect, this patch also allowed Baboons into certain spaces that are too small for them to enter in vanilla...
Cadavers
Added a setting to display "Filter quality" and fever/brainwave warnings (while blooming) in multiplayer
Fever warnings from high infection percentages still do not display
Optimized several functions which search for the Cadaver Growths' AI
v1.17.9
Fixed coil-heads being inconsistently visible on the map radar
Fixed meteor showers only being visible for the host if the warning is shown immediately as the ship lands
Fixed LOD cross-fade being applied to specific enemies and tiles in the mineshaft
Fixed "bottom line" being artifically inflated on rounds immediately following a full team wipeout (ever since v1.17.5)
Better error handling when opening a gift box on client (but I probably haven't fixed the underlying issue)
v1.17.8
Fixed the elevator immediately entering a movement cycle once it's called, instead of giving passengers time to get off board upon arriving
Fixed (harmless?) error logs from ramming the Cruiser into certain enemies (mainly forest keepers)
v1.17.7
Fixed speaker audio desyncing between clients at Gordion
Items dropped in the back of the Cruiser are no longer collected when running Version-55 Company Cruiser
Optimized a few v80+ functions with VehicleController/MineshaftElevatorController caching (thanks Scandal )
v1.17.6
Fixed some specific circumstances which could allow Cadaver Blooms to reappear (visually) after death
v1.17.5
The full changelist is now available on the Wiki tab. Thanks to cookiecaker for helping me get that set up
Fixed walkie-talkies no longer transmitting audio if you have multiple in your inventory, and either drop or disable one
Rewrote how scrap items are tracked, so the bottom line for a seed shouldn't decrease when players' inventories get destroyed on death
Removed kidnapper fox player count patches, as they are now directly handled by More Company
Fixed some issues with terminal sync for non-host clients
Fixed "First Log" being inaccessible on new saves
Fixed bestiary/SIGURD having duplicate entries listed when multiple people use the terminal in a single session
Restored broken "spore cough" behavior for players talking while infected by Cadavers
Fixed pipes sometimes blocking breaker box or fire exit on mineshafts
Tried to fix some issues with gift boxes
Fixed Gift showing as collected on the HUD when opening it on the ship
Fixed the unwrapped item not showing as collected when it falls on the ship floor
Fixed Gift adding value to collected value (numerator) even after it despawns
v1.17.4
Fixed a softlock when landing on Experimentation in a lobby where the host does not have Buttery Fixes installed
Improved how rain collides with the Cruiser
v1.17.3
"High" resolution is now selectable in the pause menu when this mod is installed
Removed ForceMaxQuality
I've done due diligence to handle issues with this setting when the mod is uninstalled, but if you still run into issues, please let me know
Fixed Feiopars having irregular collision that persisted after death
Cadavers
Fixed Cadaver Blooms suddenly blocking movement after death
Fixed Cadaver Blooms displaying their radar visuals on bodycams after death
Fixed Cadaver infection not showing a red dot on the radar for local player (requires using ScanImprovements)
Fixed Cadaver Blooms not showing a red dot on the radar (like infected players do)
Migrated double unlock SFX fix for doors to Enemy Sound Fixes
"Fear visuals" no longer re-activate motion blur if you have it disabled in the settings
Furniture luck is now properly refreshed before Vain Shrouds grow
Storing furniture mid-quota will decrease this luck value
Reloading a save will restore your intended luck value
Fixed some issues with invisible trees on March
Backwater Gunkfish now dies at 0 HP like other enemies, instead of -1 HP (reduces shovel hits from 5 to 4)
v1.17.2
BodiesCollectSelf
Enabled by default again (I forgot enemies can collect items by dropping them in the ship, so teleporter makes sense too)
Fixed collect notification showing when teleporting somebody who was killed by the monster at Gordion
Removed fix for crawling flies on Dine scrap (use Matty Fixes for this)
Fear from forest giants should now be more consistent with when they are actually seeing you
Fixed the screen getting stuck with LockInTerminal if you die in the middle of using the terminal
v1.17.1
Removed fixes implemented into vanilla
Ship icon getting stuck on radar
March main entrance
Welcome mat price
Ship scan
Now shows keys in the total value
Now works between end-of-round and autosaving
Fixed some errors when loading into a save for the second time since booting the game
Fixed ForceMaxQuality sometimes freezing the screen
v1.17.0
v81 compatibility
Removed several fixes that have been implemented into vanilla
FixGiantSight
RandomizeDefaultSeed
FixFireExits
Hygrodere dealing damage while tamed
Hygrodere spreading (by Zaggy1024 )
Spike traps spawning in mineshaft elevator
Gift box spawn chances
Hoarding bugs/baboon hawks bugging on rehost
DisableLODFade
Flies still appearing on pocketed v73 scrap
Pickle jar/perfume bottle SFX
RestoreArtificeAmbience
Dropped items matching rotation across clients
On-screen ad fixes
Discounts now display correctly for all clients
Suit ads no longer fail to display
Magnifying glass being inspectable
Missing quote from collecting journal entries
GameResolution has now become ForceMaxQuality, since the "Low" option previously available is now in v80 as "Performance" resolution
In the future I plan to just add this as a new resolution to the pause menu instead
ScanImprovements is now on by default, as Zeekerss made the "scan" command work in orbit in v80
PatchPocketLights is no longer configurable, as Zeekerss patched the exploit I made this setting for anyway
Removed AutoCollect as Zeekerss changed how scrap collection works in v80
I might re-introduce this in the future as an "Extra" setting
BodiesCollectSelf is now disabled by default because of item collection changes
Removed EndOrbitEarly as all clients (host included) now exit "ship phase" together when the ship doors open in v80
In the future I'll probably have to work out a different fix for sapsucker eggs, if those are still broken
Removed KeysAreScrap as keys now sell for $3 (special case) in v81
Removed AlterBestiary (nutcracker guide text was restored in v80)
"Critical injury" pop-up occurs at 20 HP again, like in vanilla
This means the pop-up no longer indicates the actual critically injured state (10 HP)
I had to revert this because Zeekerss added new effects for when you're below 18 HP
Ported some fixes from YesFox
Fox now adapts better to lobbies of increased size (such as with More Company )
Cached some expensive search functions for weeds and Cruiser
Fixed targeting bug on moons without a "mold attraction point" (Rend and Dine)
Fixed the ship icon occasionally getting stuck on the radar screen when it shouldn't be
Fixed scrap from previous rounds getting re-collected when picking it up and dropping it again
Alterations to tile patching approach (to mitigate crashes with custom interiors)
Fixed distant players glowing green when observed from ship deck
Migrated some audio fixes to Enemy Sound Fixes
Extension ladders not beeping if they are picked up during the alarm and re-deployed
Microwave hum not automatically playing until opening and closing the door back
Miscellaneous item pickup/drop sounds
MusicDopplerLevel
v1.16.3
Migrated some fixes to a new mod: Spawn Cycle Fixes
Removed LimitSpawnChance
Removed UnlimitedOldBirds
Removed MaskHornetsPower
When players are killed by a lightning strike, their body now "jitters" due to the electric current (same effect as circuit bees/electric chair)
Fixed static electricity particle (stormy weather) rendering incorrectly from specific camera angles
Fixed missing quotes in "Found journal entry:" notification for the server host
Automatic body collection
Now tied to BodiesCollectSelf config setting, rather than automatically disabling when GeneralImprovements is installed. You should still probably only use one or the other
Retooled fix for body collection when players die on the ship (the old one from v1.9.0 didn't ever seem to work)
Fixed missing collision for a sign on Adamance.
v1.16.2
FilterDecor now also corrects the formatting of the decor list (added missing bullets point and "Price:" text)
Cruiser scan patch (from v1.10.18) no longer applies when CruiserImproved is installed
This prevents the "Scan While Seated" setting from being ignored (and effectively treated as though it were always enabled)
Make sure to enable that setting (in CI's config) if you are suddenly missing that feature as a result!
v1.16.1
v1.16.0
Disabled AlterBestiary by default (it was finally confirmed by Zeekerss that some "errors" were intentional all along)
Updated MaskHornetsPower to (hopefully) play nicer when using external mods to customize power levels
Note: This will only work if both butlers and mask hornets have power level greater than 0
You can now disable explosion-burnt bodies (from PlayermodelPatches) separately with the CharredBodies setting
Cruiser magnet fixes
Magnet no longer pulls players in while it's being turned off
Magnet now affects all players in range, not just the one who pulls the switch
Added PatchPocketLights setting
This lets you disable the helmet light fix from v1.5.2 (for having multiple types of flashlight turned on in your inventory at the same time)
As a side effect, this setting being enabled also patches a well-known infinite flashlight glitch.
On by default, which matches behavior from previous versions of Buttery Fixes.
v73 Dine scrap fixes
Fixed certain type of flies appearing massive from faraway distances
Adjusted LoD distances for "Knee" item to reduce prevalence of an ugly shading issue on the bone
Fixed sporadic animation for "Heart" item when fear level is increasing/decreasing
Fixed "Tongue" item getting stuck in incorrect animation pose after being dropped
This change only works if the player who drops it has Buttery Fixes installed
Fixed crawling flies for "Ear", "Hand", "Knee" items
Fixed the garage tile still having a subtle glow when the breaker box is turned off
v1.15.6
Fixed head cam still being visible on radar after a player is eaten by the monster at the company building
Also fixes NoBodyNoSignal not applying to the same conditions
Fixed various shenanigans with floating corpses and water
Corrected an infamous typo with TheGoldenGoblet which was mistakenly implemented as a "Golden cup"
v1.15.5
v1.15.4
Added NoBodyNoSignal setting
Some fixes to the "exit line" on the radar:
Fixed line dots not scrolling visually
Fixed line "contorting" strangely when targeted player is moving around the map
Line now displays when targeting a "masked"
Fixed a tutorial pop-up about storing furniture, which previously didn't work for the host
Cached a couple of references to the Cruiser in the sapsucker AI (thanks Scandal )
v1.15.3
Fixed gift boxes having increased spawn chances ever since v70
Zeekerss confirmed in Patreon chat that this was a mistake (somehow the code from v69 Jolly was accidentally added back)
v1.14+ assigned this bonus weight to Zed Dog (which was also given boosted spawn chances in v70) instead, but I've removed that now (as Zed Dog boosts were reverted in v73)
Fixed new v73 scrap having visible effects while pocketed
v1.15.2
Added an experimental EndOrbitEarly setting
Enabling it will cause clients to end orbit phase as soon as the lever is pulled (like the host) instead of after the doors open
This should fix some desync (most notably with Sapsucker eggs insta-hatching)
Might cause unexpected behavior with other mods if they expect vanilla's incorrect behavior, but I'm not currently aware of any examples
Keys will now still use their special icon on the radar when using KeysAreScrap
You still need to use BagConfig to store keys in a belt bag with this setting on. I don't plan to change this, sorry
v1.15.1
v1.15.0
Finally added an AdjustCooldowns setting
Sorry for the stubbornness on this one
Entering the ship should now auto-collect all items in your inventory, not just what you're holding in your hand
This change is (somewhat) experimental
If you notice any issues arising with items or scrap collection, turn off AutoCollect and see if it helps
Tried to fix some desync between "most profitable" statistic when collecting scrap with the Cruiser
Fixed "Items missed!" dropship message only displaying for host
Fixed "Store item" text for microwave door
Added AlterBestiary setting to block changing bestiary entries
Fixed "Value:" text being allcaps on bee hives and eggs
v1.14.7
Fixed a potential error v1.14.6 would have thrown for custom interiors
v1.14.6
Fixed several v70 manor tiles not properly adapting to the breaker box
Fixed fridge costing $150 instead of the displayed $225
Microwave is no longer silent after loading a save
Removed auto-compatibility for Fast Climbing , BetterLadders , and BetterStamina
Please disable the PatchLadders config setting instead, if you use a ladder sprinting mod
v1.14.5
Re-upload because I forgot the DLL :\
v1.14.4
Fixed turrets shooting you from inside walls/bookshelves
Adjusted landmines and radar boosters so they should be more visible on the v70+ radar
Rewrote the code for the microwave to address some problems
Fixed errors when opening the microwave near the fridge
Fixed desync between animation, audio, and items spinning
Adjusted colliders for microwave and fridge
Fixed items being grabbable through the body of the microwave
Fixed items being placed under the plate in the microwave
Fixed items being placed "through" the fridge instead of on the shelves
Fixed some misplaced invisible colliders on the greenhouse tile
Fixed some missing collision on Experimentation
Fixed the "exit line" sometimes getting stuck on the radar but not updating
Fixed some bugs with pop-up advertisements
Fixed incorrect discount being displayed on items for clients
Fixed suit ads failing to display
Fixed incompatibility with NoLostSignal
v1.14.3
Fixed contour map sometimes not appearing (after v71) on moons that have one
Fixed error spam from Giant Sapsucker in multiplayer
v1.14.2
v72 compatibility (Removed redundant fixes)
Gift box randomization
Clock/candy spawn groups
Sapsucker error spam
Fixed two sets of arms being visible for the local player on the ship camera
v1.14.1
v71 compatibility (Removed redundant fixes)
Radar booster ad fix
March/Titan/Embrion radar performance
Global audio for weed killer
Fixed some problems with my patch relating to "No signal!" screen
Fixed radar's exit path being unreliable for players in mineshafts
Fixed some small bugs with sapsucker eggs (no longer inspectable, marked as outside scrap, etc.)
Fixed your own corpses not having the correct badges on your client
Fixed challenge moons sometimes still displaying Embrion's name on the monitor
v1.14.0
v70 compatibility
Playermodel patches are now enabled by default and can be disabled by a setting
In previous versions, these were automatically disabled when using ModelReplacementAPI .
I still recommend disabling these if you run into issues with that or similar mods
Fixed clocks and candy being unable to spawn (and reducing total scrap counts)
Fixed bonus spawn chance being applied to gift box instead of Zed Dog
Fixed gift box contents not being properly randomized
Fixed "No signal!" screen getting stuck and/or not appearing when it's supposed to
Fixed performance issues when watching radar on March, Titan, and Embrion
Fixed corpses created by Giant Sapsucker:
Fixed excessive error spam
Fixed broken "explosion" physics for body parts (splattery!)
Corpse now wears the correct suit
Fixed dropped items not synchronizing their rotation for other players (most notable for radar booster "headcam")
Dropped items now make noise alerts for all clients (fixes inconsistent detection behavior for some enemies)
Fixed door unlock sound playing twice
Fixed radar booster's giant blue circle on advertisement pop-up
Fixed issue with grabbing items out of the microwave
Electric chair now burns corpses
LockInTerminal setting now applies to sofa chair
v1.13.3
Completely removed fire exit optimizations
Corrected some typos in Hygrodere's bestiary entry
Re-removed Sigurd sections from Old Birds' bestiary, unless you have Vain Shrouds scanned or spawned on your save file
The Vain Shroud entry has a similar timeline contradiction that was never corrected
v1.13.2
Changes to optimizations from v1.11.0 to prevent "wrong warp" on using fire exit
Dormant Old Birds can now be scanned on both sides of their body
v1.13.1
v1.13.0
Renamed RestoreFilmGrain settings to be more intuitive (this might reset your chosen value, sorry)
Added RestoreArtificeAmbience setting
Expanded ScanOnShip setting (now ScanImprovements)
Butlers' now display a scrap icon on the map before they are killed
Fixed incorrect prices being displayed on scanner for kitchen knives, bee hives, shotguns, and the apparatus
Added DisableLODFade setting (thx dopadream )
Fixed incorrect information being displayed when typing "upgrades" in terminal
Fixed out-of-bounds "Main entrance" scan node on Gordion
v1.12.2
Fixed RestoreFilmGrain setting not working if you have More Company cosmetics enabled, and don't have Emblem installed
Fixed enemy spawns being incorrect on challenge moons (only fixed when LimitSpawnChance setting is used)
Fixed a potential issue with placing items on shelves in multiplayer (thanks FlipMods )
v1.12.1
FixGiantSight setting
This will fix the infamous bug with Forest Keepers instantly chasing players (even if they are spotted for only a single frame, at any distance)
If you use Fair Giants , you should disable this setting to avoid making them extra stupid
Fixed items growing when dropped in the Cruiser and shrinking when dropped in the elevator
Fixed red foliage turning green (at long distances or in spectator mode)
Restored bloom effect on title screen from v30 (if RestoreFilmGrain is used)
Note that, at this time, the film grain setting DOES NOT WORK if you use More Company , unless you disable cosmetics
Added AlsoRadar setting to RestoreFilmGrain
This will apply scanlines to the radar camera
Zeekerss disabled this prior to v9 (which had all the other effects still enabled)
Added a bonus TypeGordion setting
v1.12.0
Added a setting to restore film grain effects from earlier versions of the game (v4, v9)
Fixed out-of-bounds text on terminal when having more than $999 credits
Added a bonus FilterDecor setting
Fixes to slime "spreading" behavior (Thanks Zaggy1024 !)
Further tweaks to item pickup sounds
Some updates to compatibility with external mods
v1.11.2
Added a bonus LockInTerminal setting
Fixed Forest Keeper ambience playing in Foggy weather at distances where you weren't in vision range
v1.11.1
Migrated shotgun fixes (except shell animations) to Melee Fixes
Earth Leviathans no longer trigger collision with each other (fixed potential lag?)
Fixed potential error spam from baboon hawks
Fixed badges not appearing on corpses that aren't wearing the bee/bunny suits
v1.11.0
Migrated all mask and mimic fixes to Mask Fixes
More major performance optimizations (please let me know if you encounter any weird issues after this update)
Patched all enemies that interact with the Cruiser to avoid performing an expensive search
Patched entrance doors to reduce potential lag spikes when entering/exiting the building
v1.10.20
Orange suit now displays "Change: Orange suit" on the rack
Corpse fixes
Meteors no longer spawn Tragedy-masked bodies
Fixed bee/bunny suit parts being visible on webbed bodies
Minor performance optimizations
v1.10.19
Fixed music not playing more than once per session (thanks SimonTendo for discovering the root cause of this issue)
v1.10.18
Fixed Cruiser seat bugs
Now you can use the scanner while seated
No longer immune to death pits while seated
Fixed terminal model not being visible on the ship's internal security camera
v1.10.17
Fixed typo in store description
Fixed welcome mat price again
v1.10.16
Stormy weather redirects target to items outside of the ship a bit more aggressively (to minimize reduction in "difficulty" from v1.10.15)
v1.10.15
Fixed stormy weather constantly re-targeting items that are already inside the ship
Offense displays video reel on the monitor again
v1.10.14
Fixed a problem with the bestiary when rehosting
Fixed a rendering issue with the ship radar's "camera flash" animation
v1.10.13
v1.10.12
v1.10.11
Fixed bugs with how hives are priced
v1.10.10
v1.10.9
Fixed mineshaft echo persisting forever if you die in the caves
Planets are no longer visible in orbit (migrated this feature to Chameleon )
Fixed buggy keyboard interactions with the belt bag UI
Fixed compatibility with Touchscreen and Ordered_Custom_Boombox
v1.10.8
Dust pan is now conductive
Fixed compatibility with the birthday hat (if you have it enabled in Classic Suit Restoration )
Fixed glowing eyes on Tragedy mimics
v1.10.7
v1.10.6
The external security camera is now a bit busier when in orbit:
Now you can see the planet and moon the ship is parked at, like earlier versions of the game.
Fixed the particle effect when the ship is moving through space, so it now works every time you reroute (not just the first time)
Hotfixed the Halloween fog event being more frequent than it's supposed to be
v1.10.5
Fixed a potentially gamebreaking error with the jump cheese patch
Removed some unnecessary compat code
v1.10.4
Fixed raindrops on helmet during Flooded weather
Some visual fixes for the birthday hat
v1.10.3
Some improvements to external mod compatibility
v1.10.2
Removed some redundant fixes (as of latest patch)
Fixed the cabin doors using the wrong sounds on Rend and Adamance
Fixed Teeth not being collected when magnetizing the Cruiser
Consistency tweaks to item sounds
Old Birds and Forest Keepers no longer interfere with items (soccer balls & whoopee cushions) when they are inside the ship
Fixed throwables (stun grenades, easter eggs, etc.) falling through catwalks and other metal gratings when thrown
Fixed some enemy line-of-sight issues on Dine
Spike traps no longer spawn inside of the elevator
v1.10.1
Hotfix for stormy weather patch sometimes(?) causing an exception on startup
v1.10.0
Removed some redundant fixes implemented in v64
Fixed stormy weather not targeting items as of v64
Soccer ball fixes
Fixed soccer ball being impossible to scan
Fixed soccer ball making you invisible to nutcrackers
Fixed Old Birds being immune to the Earth Leviathan (new bug since v60)
Spray paint cans ordered during the same round can now have different colors
Fixed maneater opening doors while held by the player
Fixed some surface lights turning off on Dine or Artifice when power goes out
Fixed players endlessly tracking blood if they are critically injured right before end-of-round recovers their HP
v1.9.0
Migrated some features to Chameleon , a new mod
Removed FancyEntranceDoors setting
Removed snow-recolored boulders
Fixed Forest Keepers' sight timers being unclamped
Fixed some interior bugs when landing on March after visiting any previous moon
Maybe fixed fancy lamps spawning underneath tables?
Fixed a certain prop in the manor blocking item grabs
Players who die in the ship get auto-collected :-)
Fixed some factory rooms having unpaintable floors
Fixed water droplet rendering in the caves when standing underneath them
v1.8.1
Reverted door haunt behavior to vanilla
Further improvements to player animations when scrolling items (thx again pacoito )
Fixed audio echo persisting permanently if you quit to main menu while inside a mineshaft
Enemies won't kick the soccer ball out of the ship as it's leaving
The dog ship patch from v1.3.1 should now apply when the ship door is open as well
Reduced several console logs to "Debug" level for better filtering
v1.8.0
Some improvements to player animation consistency when scrolling through the hotbar. Thanks pacoito !
Cruiser fixes
Items placed into the back of a magnetized Cruiser now get auto-collected
Fixed items inside a magnetized Cruiser sometimes being lost in orbit
Cruiser no longer carries over when fired or after completing a challenge moon attempt
Fixed Earth Leviathan killing players that are inside the ship
Fixed compass showing on radar when observing a dead body (even inside the building)
Fixed haunted doors being increasingly more frequent in multiplayer (the more people using this mod, the better it'll work)
Fixed dead enemies kicking the soccer ball
Fixed some items showing unusually high or low random value on the terminal's "scan" command
v1.7.2
Fixed softlock when landing on March
v1.7.1
Fixed fancy doors persisting between days regardless of interior type
Fixed maneater AI breaking when they get crushed by a spike trap as a baby
v1.7.0
v61 compatibility
Removed redundant fixes
Doppler setting now applies to elevator jingle
Fixed conductivity of v60 items
FancyEntranceDoors now changes the entrance appearance based on the currently active interior (for all vanilla levels)
v1.6.2
Fixed Cruiser engine alerting dogs twice in a single tic
Dogs now hear the Cruiser radio when it is turned on
v1.6.1
"Reduced" setting now further reduces the Doppler effect on the Cruiser radio
Fixed Experimentation having the wrong weather on screen immediately after being fired
Fixed Old Birds not adding to spawn cap or power count when they wake up from the apparatus being unplugged
This does not apply if you enable the UnlimitedOldBirds setting
Added a warning if using Lethal Quantities without enabling UnlimitedOldBirds
Fixed mimics rolling their sprint chance per player (instead of just once) when attacked
Added smoke particles to all burnt corpses (previously just Old Bird blowtorch and Cruiser explosions)
v1.6.0
Added a config setting to replace the main entrance doors with fancier ones on Rend, Dine, and Artifice
Disabled several unused out-of-bounds objects on vanilla levels (possible performance boost?)
Added a config setting to re-enable "killing" Old Birds with the Cruiser
Added a config setting to allow Old Birds to keep spawning after all dormant ones have woken up
Also fixed enemy spawns sometimes being skipped after all Old Birds wake up, if you don't enable this setting
Added a config setting to limit the spawn weight of entities to 100 (on vanilla maps)
Added a config setting to fix the ship icon not displaying next to the compass radar
Cozy lights and disco ball no longer interrupt firing sequence
v1.5.7
Hotfix for compatibility with Old Bird in [Everything Can Die]
v1.5.6
Fixed Artifice fire exit still facing the wrong way (oopsie)
ScanOnShip will now display items inside the Cruiser
Fixed destroyed Cruiser still showing health meters when sprayed with weed killer
v1.5.5
Kidnapper Fox won't kill players inside the ship unless it has been damaged/stunned
Tried to fix vanilla's XP reset bug
Fixed "[Near activity detected!]" not working with "masked" for clients
Some improvements to spray paint hit detection so it paints more clearly
My changes will be skipped if you are using BetterSprayPaint , which does the same things but better
Additional fixes for end-of-round screen
Fixed apparatus not actually being tracked in previous patch
Butlers now add their knife's value to the scrap total even if they aren't killed
Fixed letter grade calculation
Teleported bodies now get automatically collected
Randomly spawning boulders now match the aesthetic of snow planets better
Player bodies are now coated in blood when they die to butlers or spike traps
v1.5.4
Hotfix for a potential incompatibility with custom moons
v1.5.3
Fixed keys still adding to the value counter on the HUD when they aren't marked as scrap
Fixed the welcome mat price being inconsistent between $40 and $50
End-of-round scrap display now shows the correct numbers
The "Ship" scan node now moves with the ship (while landing, or taking off)
Fixed flashlight beams not showing up when other players were using them (due to some 1.5.2 code)
Fixed extension ladders not always beeping before they close
Weed killer is now inspectable
Fixed landmines still making the trigger sound when whacked with a shovel after they explode
Tried to fix some bugs with fog on Experimentation when using the jetpack
v1.5.2
Fixed flashlights turning each other off if you have multiple in your inventory
Fixed laser pointers shining through walls when pocketed
Config setting to rotate fire exit teleporters so you are always facing forward
Miscellaneous fixes to each moon
Dine: The pit outside of fire exit kills you instead of getting you stuck at the bottom forever
Experimentation, Offense, Adamance, Embrion, Titan: Fixed factory ambience not emitting from the main building
v1.5.1
Fixed items auto-collecting for clients at the start of each round
Migrated tulip snake fixes to Jetpack Fixes
v1.5.0
v56 compatibility
Removed several redundant fixes added to vanilla in v56
If you purchase the Cruiser and rehost it will be reloaded into the dropship
Fixed Old Birds' AI breaking when getting hit by the Cruiser
Fixed survival kit not giving you the right items
Config setting to re-roll starting seed
This will change the shop rotation, discounts, and weathers each time you create a new save file
Config setting to scan items on the ship when using terminal in orbit
Player corpse fixes
Now wear accessories (for bee & bunny suit, badges, stickers)
Fixed helmet using an old texture
Fixed legs wearing the wrong suit when you get snipped
All forms of explosive deaths now cause your corpse to appear burnt
Destroying the Cruiser no longer "melts" your corpse, just burns your suit
Fixed hum from breaker box when power is turned off by scripted events
Fixed dying giants crushing players inside the ship when they fall over
Fixed eyeless dogs getting stuck attacking permanently after hearing too many sounds in one spot
Miscellaneous fixes from GeneralImprovements (if you have both installed, GI's versions will be prioritized)
Fixed landmines not disappearing on ship radar or scanner after detonating
Fixed discounts not being displayed for the host when starting/loading a game
Fixed "MONITORING: Player" text not displaying username until switching the camera for the first time
Terminal now lets you order items in groups of 12, not 10
v1.4.1
v1.4.0
Data chips now disappear for all players once they have been picked up
Fixed bee antennae and bunny ear shadows (they now attach to your helmet and animate as you move)
Fixed a logic error with the tinnitus effect from a shotgun being fired nearby
Fixed some enemy variables not resetting when you quit mid-day and rehost
Fixes hoarder bugs aggroing automatically without stealing items from them
Fixes baboon hawks trying to reach an inaccessible nesting point
Mimic fixes
Mimics stop moving on the map screen after they die
Mimics imitate player appearance much closer
Badges now update to match the player they converted (Intern, Employee, Leader, etc.)
Costume attachments (like from bee and bunny suits) now appear properly
Tragedy masks will no longer turn into Comedy when it attaches to your face
Tragedy mimics now actually wear Tragedy (previously, they would wear Comedy, but make Tragedy's crying noises)
Fixed whoopie cushion displaying a red box on the scrap collection screen
Fixed snare fleas and tulip snakes opening doors while attached to a player's head
v1.3.1
Added a config setting to patch the jump cheese for eyeless dogs
Fixed eyeless dogs killing you through the ship walls
Right now, only applies while the door is closed
Some nutcracker fixes
Fixed nutcracker tiptoe for clients (in case you aren't using LethalFixes already)
Nutcrackers tiptoe after 2 shots at any player (previously 2 shots for host, 3 shots for all other players)
Fixed nutcrackers not retaliating against players when taking damage if they finish reloading and no players are in sight
The shotgun can now only hit a maximum of 10 enemies in a single shot (vanilla limit)
It will still scan for 50 targets to prevent 1 monster from taking up multiple "slots"
If 11 or more enemies were registered, only the nearest 10 will be damaged
Invincible enemies are de-prioritized, so Jesters, Coil-heads, etc. won't block damaging other nearby enemies
Mod compatibility fixes
Apparatus scan text should have better compatibility with mods that change its value
Potentially fixed a crash with model replacements
v1.3.0
Added a config setting to enable mask hornets taking up power level (unused in vanilla)
Fixed "CRITICAL INJURY" text popping up on HUD sometimes when you aren't actually critically injured (limping, unable to sprint)
Restored the effect from v49 where blood fills your visor when a masked is vomiting blood into it
Fixed bracken aggroing on players when shot by a nutcracker
Fixed some items making noise across the entire map when dropped
Fixed your own rank/beta badges being visible when reeling up a shovel
Fixed Old Birds stomping players through the ship walls
Corrected "Apparatice" typo on scanner
v1.2.3
Shotgun damage fixes (inspired by NutcrackerFixes )
Increased the number of registered colliders from 10 to 50
Fixed the same enemy receiving damage multiple times from one shot
Fixed error when nutcracker shoots a spider
The casualties/fines screen now shows the proper fee percentage
v1.2.2
Tooltip patch is safer for better compatibility with modded items
v1.2.1
Hotfix for dropship saving and terminal patch
v1.2.0
Dropship inventory is now remembered when reloading your save
Fixed item conductivity (configurable)
Fixed TZP effects persisting after you are fired or change save files
Fixed shotgun visuals
Fixed inspectability for certain items (extension ladders no longer clip into the camera)
Fixed inspectable items not having the inspect tooltip
Bestiary fixes
v1.1.0
Improved physics when using a jetpack while tulip snakes are riding you
Fixed boombox pitch staying wrong if you recharge it on low battery
Fixed dropped butler knives not showing "Value: $35" until reloading your save
Fixed Doppler effect still applying to the jetpack when you are the one flying it
Added a config setting to disable/reduce the Doppler effect for music players
Added a config setting for the unused resolution quality settings
v1.0.2
v1.0.1
v1.0.0