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Cosmetic
Updated a day agoCosmetic-related fixes
Animation
- Added a setting to force "terminal resolution" (970x580, "Default" setting is 860x520) for high fidelity gameplay
- When a nutcracker or another player is reloading a shotgun, the shells animate properly
- Items inside of a microwave now spin with better synchronization to the animation of the microwave plate
- Pulling the ship lever now locks the camera; Configurable with
LockInTerminal - Fixed items sometimes playing incorrect animations when scrolling into an empty slot and then scrolling into/grabbing them
- Fixed car key rotating 180 degrees (hiding its more detailed side) when it is twisted in the ignition
- Sitting in the sofa chair now locks your camera; Configurable with
LockInTerminal - Recharging items in the coil now locks your camera; Configurable with
LockInTerminal - Increased interact cooldown on jack-o'-lantern and plushie pajama man for consistency with animation and audio; Configurable with
AdjustCooldowns - Increased use cooldown on cash register, clown horn, and hairdryer for better timing with animation and consistency with audio; Configurable with
AdjustCooldowns - Pill bottle, spray paint, and weed killer are now inspectable
- Tongue no longer gets stuck in the wrong animation frame when dropped by other players
- Fixed items spinning forever if they are removed from a microwave via any means other than grabbing them directly
- Heart animation now responds properly when player's fear level is increasing/decreasing
- Knee transitions LOD further from the camera to make an ugly shading issue with the exposed bone less noticeable
- Sapsucker eggs can no longer be inspected (which allowed you to see unhatched babies through the shell)
- Player no longer plays climbing animation with increased/reduced speed when mounting a ladder from a slope
- Player no longer renders with 2 separate pairs of arms on security cameras
Player Death
- Players who are killed by lightning strikes now "jitter" like circuit bee and electric chair deaths
- Players who die inside of the ship and corpses which are teleported to ship will now immediately display "USERNAME collected!" on the UI; Configurable with
BodiesCollectSelf - Players who die to Stabbing will now be covered in blood
- Players who die to any form of explosion will now be burnt; Configurable with
CharredBodies - Players who die to a Cruiser explosion will now just appear to have scorched suits, and won't completely melt (like from the Old Bird blowtorch)
- Players who die to Snipping will now use the correct suit color on their legs
- Players who die to any form of decapitation will now use the correct helmet texture
- All player corpses now display suit "attachments" (bunny ears, bunny tail, bee antennae, birthday hat)
- All player corpses now display badges (V.I.P. Employee, Intern/Part-Timer/Employee/Leader/Boss)
- Player corpses no longer display "Value: $5" anywhere other than the Company building (since they despawn after the round concludes)
- Player corpses are now burnt when dying to the electric chair; Configurable with
CharredBodies - Players who die to a giant sapsucker now use the correct suit color
- Player corpses are now burnt when dying to a crashed jetpack; Configurable with
CharredBodies
Scan Nodes
- Landmine's radar dots, scan node, terminal code, and colliders now disappear when they detonate
- Fixed out-of-bounds "Main entrance" scan node on Gordion
- Fixed "Ship" scan node not actually following the movement of the ship when taking off or landing
Sound Effects
- TZP auditory effects no longer persist permanently after players are fired
- Fixed mineshaft echo persisting when quitting a lobby in the caves and rejoining another lobby
- Mineshaft echo resets when you are dead, or not inside the building
- Fixed "machine ambience" being disconnected from the actual entrance (sometimes even out of bounds) on Experimentation, Offense, Adamance, Rend, Titan, and Embrion
- Fixed weird pitch bending effect with audio from very fast spike traps
- Detonated landmines no longer make sounds when swinging a shovel where they were located
- Breaker box no longer hums when the round starts with the power turned off
For more sound-related fixes, see Enemy Sound Fixes.
Syncing
- Clients now correctly tag all scrap in the ship when joining a new lobby, preventing it from polluting scan results or the radar display
- When late-joining a lobby with an apparatus on the ship, it will no longer hum or display the radiation warning when it is grabbed
- Fixed non-host clients seeing "Scrap collected!" hologram multiple times for the same item
- Fixed first-time furniture "storage" terminal tutorial only displaying for non-host clients
- "Items missed!" popup now displays for all clients when the dropship returns without being emptied
- When any player collects a data chip, that data chip disappears for other players immediately, not just when the moon is landed on again
- Fixed missing/duplicated entries on bestiary/SIGURD for non-host clients
Terminal / Monitor
- Terminal "scan" command now displays value-on-ship when parked at Gordion; Configurable with
ScanImprovements - The "No signal!" screen now consistently activates when watching players specifically inside cave tiles
- The "No signal!" screen now displays when a player's body has been completely destroyed, such as by a Forest Keeper or Earth Leviathan; Configurable with
NoBodyNoSignal - Fixed some instances where the radar's "exit line" would display when not spectating a living player
- The credits display in the top left of the terminal now expands its background to fit the entire number
- The upgrades list (accessible by typing "upgrades" in the terminal) now displays all 4 ship upgrades at the correct prices
- Terminal now displays "1 purchased vehicle on route." when the Cruiser has been ordered, similar to normal items
- Interacting with the terminal now locks your camera, and the screen & text input field are now activated immediately; Configurable with
LockInTerminal - Offense no longer displays Assurance's video reel on the ship monitor
- Gordion can now be routed to by typing "gordion" in the terminal; Configurable with
TypeGordion - Purchased decor no longer displays on the store listing, with the otherwise unused "[No items available]" text displaying once the entire supply is bought out; Configurable with
FilterDecor - Decor items display prefixed with a bullet point like everything else on the store page
- Ship screen's monitor should no longer display "Player" as a username before switching the screen for the first time
- Fixed the terminal being invisible on the ship's camera
- Fixed landmine radar dots being positioned under the floor sprites in most rooms
- Fixed radar booster dots being positioned under the floor sprites in most rooms
- Fixed "wind" particles only displaying the first time the ship is rerouted after hosting the lobby
- Tried to fix some clipping issues with the "camera flash" from switching radar targets
- Fixed Experimentation displaying the wrong weather on the ship screen immediately after being fired
Text
- Fixed bee hives and eggs displaying "VALUE:" instead of "Value:" on the scanner
- "Mask hornets" is no longer improperly capitalized on the bestiary listing
- Microwave prompt change from "Store item" to "Use microwave"
- Inverse teleporter now says "Beam out" on the interact prompt instead of "Beam up"
- All inspectable items now display "Inspect: [Z]" on the UI
- Renamed "Golden cup" to "Golden goblet"; Configurable with
TheGoldenGoblet - Apparatus is no longer misspelled "Apparatice" on the scan node
- Fixed orange suit displaying "Change suit" on its interactable instead of "Change: Orange suit"
- Challenge moons based on Embrion now display "Devoid of biological life." on the fauna description, as to not conflict with their randomly generated name
Visual Effects
- Fixed foliage on older moons changing color from brown to green at long distances
- Water droplets now appear on the visor when staring into the sky during flooded weather, not just rainy/stormy
- Restored film grain and bloom effects to certain screens, like the original pre-release demos; Configurable with
RestoreFilmGrain - Fixed TZP audio effects persisting when quitting a lobby under the influence and rejoining another lobby
- Player corpses are now covered in blood when they get stuck to a spike trap
- Fixed water droplets in cavern tiles billboarding incorrectly when you stand underneath them and look up
- Fixed stormy weather "static particles" billboarding incorrectly when viewed from above or below
- Fixed orbiting flies appearing massive at far distances on certain scrap items
- Laser pointer no longer shines through walls when pocketed
- Rain particles (Rainy/Stormy/Flooded) now collide with the Cruiser
- Player's shadow no longer renders two separate helmets
- Player's shadow now correctly renders suit attachments (bunny tail)
- Fixed several broken tree renderers (mostly LOD1) on March
- Visual adjustments (mostly clipping related) to Rend and Artifice's fire exits
- Moved an (out-of-bounds) door prop on Experimentation which was noticeably disconnected from its doorway and just clipping inside a wall nearby
- Made an out-of-place-looking white ceiling rectangle that sits above Experimentation's main entrance invisible
- Improved some weird fog density behavior when jetpacking around the water tower on Experimentation
- Fixed players glowing green when observed from the ship deck while they are selected on the radar camera
- Fixed some issues where spray paint decals would never become visible after being sprayed, at certain framerates
- Fixed bathroom, bedrooms, pool, birthday room, and garage not responding to the power state of the interior (and thus always having lights on)
- Fixed some lights on Dine and Artifice's exteriors matching the power state of interior lights
- Fixed a bug which would cause flashlights/laser pointers to shine incorrectly when you had multiple pocketed in your inventory at the same time
- Fixed players permanently bleeding if they are critically injured when everyone is healed at the end of a round
- Fixed a pipe prop sometimes appearing in front of fire exits or breaker box in mineshafts