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Gameplay
Updated 2 days agoGameplay-related fixes
Collision & Triggers
- Removed some invisible triggers on the floor of the "apparatus rooms" in factory (which were blocking spray paint application)
- Removed some misplaced colliders in the greenhouse tile, which correlate to a non-existent sink prop
- Fixed some geometry missing collision near Experimentation's fire exit
- Fixed a kill trigger on Dine (positioned next to the v56 fire exit) which did not cover the entirety of the pit it was placed in, allowing players to slip down and get stuck forever without dying
- Fixed quicksand sign missing collision on Adamance
- Fixed meteor showers being invisible and intangible to all non-host players if the alert appeared as the ship was landing
Cruiser
- Triggers (such as death pits) no longer ignore players sitting in the driver/passenger seat of a Cruiser
- Cruiser no longer alerts enemies twice at once when driving above a certain speed
- Cruiser radio now alerts enemies while it is turned on
- Cruiser no longer fails to collect items with only trigger colliders (originally applied to Teeth)
- HP/turbo meters no longer display under the hood of an exploded Cruiser
- When many items are collected by attaching the Cruiser to the magnet, "most profitable employee" is now awarded to the driver and not to all players simultaneously
- Cruiser is now despawned when you are fired
- Cruiser warranty is now lost when you are fired
- Dropping items inside a Cruiser which is already attached to the magnet will now collect them automatically as if they were dropped in the ship
- Being in a Cruiser seat no longer blocks the player from scanning
- Fixed error logs when ramming the Cruiser into certain enemies (like Forest Keepers)
- Fixed magnet attaching Cruiser after it has been destroyed
End-of-round
- Scrap denominator now has better tracking for uncollected scrap items (including apparatus, bees, and sapsucker eggs) and unkilled butlers
- Penalty now properly reflects that recovered bodies are 8% fine (not 0%)
- XP loss per round is capped at 8 (to hopefully prevent an overflow bug that sometimes resets your XP to 0)
- "Most profitable employee" tracker is now reset between days like all the other stats
Players
- Player no longer loses stamina from holding the sprint key while climbing; Configurable with
PatchLadders - Tried to fix some bugs where a player becomes totally unable to interact with anything after grabbing/dropping items (until completely rehosting the session)
- Players who jump with a significant amount of horizontal momentum now alert enemies (like dogs) when landing; Configurable with
FixJumpCheese
Miscellaneous
- Turrets can no longer shoot through bookcases or walls, when spawning inside of them
- Flipping the magnet switch now sucks in all players, not just the player who flipped the switch
- The magnet now only sucks players in when it gets turned on
- Fixed the elevator's "call cooldown" not functioning properly, causing the elevator to cycle immediately once it is called (without giving passengers the opportunity to get off board)