CHANGELOG

Version 4.1.6

  • Fixed potential errors when triggering blackout via power outage

Version 4.1.5

  • Fixed spike trap light animation not working due to mistake in last update

Version 4.1.4

  • Hopefully solved issues with lag on landing when the floodlight is set to rotate when landed
  • Added some more safety checks around handling mines
  • Cleaned up some logs

Version 4.1.3

  • Added config option for Blackout to ignore any lights associated with animators, which leaves light animations like the Facility Meltdown red alarm lights (mostly) on
  • Fixed ship floodlight start-on-landing logic: no longer dependent on the clock (delay after landing is very slightly shorter), and thus now works on the company moons or moons where time doesn't pass
  • Fixed some broken soft-dependencies which meant certain mods wouldn't be patched if the mod loading order wasn't correct
  • Cleaned up internal shotgun logic, only effect in-game is less Unity log spam when reloading or ejecting shells

Version 4.1.2

  • Added multiple safety checks and a config option to avoid shotgun shell unloading desyncs due to incompatibilities with some groups of mods

Version 4.1.1

  • Fixed breaker box hazard blackout config not doing anything
  • Fixed potential incompatibilities with shotgun tooltip implementation
  • Fixed unintentional behaviour where ship floodlight could be queued to start on the next moon while still on the previous one
  • Ship floodlight rotation now starts a little earlier on landing
  • Changed default value of WeatherTweaks announcement change to true (as originally intended)

Version 4.1.0

  • New Rotating Floodlight features:

    • Now turned on and off by button in the ship
    • Experimental option for floodlight to track players
  • Significant True Blackout improvements:

    • Only darkens emissives it needs to (shouldn't darken transparent glass on lights anymore)
    • Includes generally more emissive textures
    • Light switches and their associated lights are now disabled on Rend, Adamance, and Artifice
    • Artifice building lights are now turned off
    • No longer misogynistic with LC Office (bathroom signs of both genders are now darkened)
    • Now works with all lights in Generic Interiors' Tower and Liminal Facility
    • Temporarily worked around Experimentation railway light animators with RebalancedMoons (until this gets fixed in that mod)
  • New config option for hazards to also be activated/deactivated by breaker power

  • Selective Scrap Keeping features should now be compatible with SelfSortingStorage's Smart Cupboard

  • Shotgun tooltips are handled a little more cleanly internally, and config no longer misleadingly shows the keybind

  • Fix for vanilla issue where stepping on a deactivated landmine and then exiting the interior would cause it to explode

  • Fixes for 4.0.0 issues:

    • Shotgun should no longer cause errors when interacted with by an enemy or while not being held
    • Fixed mine explosion animation occurring too early
    • Generally cleaner handling for apparatus induced blackout and mine animators (might fix any issues that were happening with those)
    • Fixed some error spam with Pause Menu Flicker Fix
    • Fixed some rotating floodlight config not doing anything

Version 4.0.0

  • New overhaul for the zap gun and map hazards (mostly suggested by AdjectiveNounNumber):

    • Ability to temporarily stun turrets, mines, and spike traps with the zap gun (equivalent to using the terminal code), with stun time scaling with length zapped for (all values configurable)
    • New animations/audio indications for when mines or spike traps are on cooldown
    • Ability to hold open the closed facility doors while zapping
    • Big facility doors kill both players and enemies when closed (configurable)
    • Other configurable changes to the zap gun (e.g. battery life, entity priority)
    • Fixed zap gun tutorial overlay (should work consistently across clients and sessions now) and optional dynamic animation guiding where your mouse should go
  • Completely rewritten True Blackout weather (thanks to xameryn), with additional integration for the apparatus:

    • Vastly improved performance, more thorough algorithm for determining which lights to darken, tons of configuration options for what to exclude, configuration for spotlight properties during a blackout, and more
    • Option to trigger a blackout (not including the sun) when an apparatus is pulled
    • Option to disable all traps/map hazards when the apparatus is pulled
  • New options for keeping scrap items (written by xameryn):

    • Items with zero value are kept upon all players dying
    • Configurable list of items to keep after all players die (by default contains shotgun, but list needs to be enabled)
    • By default, any kept items will have their scrap value set to zero
    • Customizable flavour text when scanning zero'd scrap value items in the ship (e.g. items you want to keep as aesthetic collectibles for your ship after gambling them)
  • New tweaks for the shotgun:

    • Improved/customizable shotgun safety tooltip
    • Added ammo indicator
    • Ability to unload shells from the shotgun by holding down reload with no shells in your inventory/a full gun
    • Tooltip will update dynamically when you are able to reload, able to eject shells, or neither
    • Option to be able to pick up the shotgun and/or shells in orbit
  • New gameplay tweak for masked enemies to drop masks upon death (picking it up right off their face!)

  • New highly configurable ship tweak which has the floodlight rotate while on a moon (added by xameryn)

  • Tweak fixing button flickering in the pause menu

  • Tweak fixing items not being set to "in the ship" on clients

  • New mod tweak adjusting the wording of the transition weather notification in WeatherTweaks

  • Some fixes:

    • Dust Clouds rework shouldn't trigger Dust Clouds in unintended situations as much (if at all)
    • Fixed Tiny Teleporter tweak not working
    • General overhaul of README and internal organization

Version 3.1.8

  • Set soft dependencies so tweaked mods should always be detected now
  • Fixed SSS Terminal Formatter tweak not working with item names containing a space

Version 3.1.7

  • Removed some logs I forgot about

Version 3.1.6

  • Greatly simplified Fixed Ship Objects code to run less frequently and only parent objects individually (may fix issues related to objects getting stuck in the parenting process)
  • Cut some unnecessary debug logs

Version 3.1.5

  • Fixed teleporter cord removal not working if using alternate fix mode

Version 3.1.4

  • Added a config option to enable the simplified Fixed Ship Objects logic (separate from Client-side Mode)
  • Changed Falling Rotation Fix default value to OFF after reports of potential issues

Version 3.1.3

  • Added README and license to GitHub along with some other clean-up
  • Properly registered DLL version
  • Added Client-side Mode config option which determines LobbyCompatibility status and disables a bunch of networked behaviours
  • Added some client-side alternative handling for Fixed Ship Objects which doesn't require a network prefab

Version 3.1.2

  • Added LobbyCompatibility

Version 3.1.1

  • Issues with mod loading when mods associated with mod tweaks that are not installed should be fixed

Version 3.1.0

  • Added some misc. patches for Wesley's Moons, JLL, and LLL:
    • Ability to send the host's unlocked moons directly to clients, so all players will have the same moons unlocked
    • Fixed some noisemaking items sometimes not working (e.g. Wesley's story audio logs) due to either an incompatibility or issue with JLL
    • Added prototype fix for clients being unable to interact with the tape player or story log machine
  • Made default behaviour of Fixed Ship Objects to only fix most vanilla furniture, with an option to fix all furniture
  • Optimized the code a bit so failed parenting of modded furniture should be less laggy while loading in and produce less errors
  • Updated skip tape interact icon

Version 3.0.1

  • Fixed Wesley Tape Skip breaking story log machines (oops :3)

Version 3.0.0

  • Generalized ship object parenting fixes into one tweak which should apply for all furniture/unlockables
  • Added various tweaks to Dust Clouds, now in their own category "Better Dust Clouds"
    • Increased dust cloud thickness to make it an actual hazard (config adjustable)
    • Audio to go along with Dust Clouds weather
    • Also includes previous tweak Dust (Space) Clouds
  • Added Self Sorting Storage/Terminal Formatter tweak adding compatibility between the two, so items in the smart cupboard are counted when determining ship equipment stock
  • Added Wesley's Moons tweak allowing you to skip a video tape by interacting with the cassette loader again
  • Adjusted big screw tweak to work under more circumstances (e.g. dropping from gift box, being taken out of Self Sorting Storage cupboard)
  • Added debug mode for personal testing purposes

Version 2.1.1

  • Added options to remove various items from the ship
  • True Blackout tweak now supports "BlackoutIgnore" override (ignores light objects with parents named "BlackoutIgnore")
  • Fixed teleport button parenting so the buttons won't linger after a run ends
  • Fixed client-side exceptions with Fixed Suit Rack tweak
  • Fixed some potential exceptions with fall rotation fix if inventory becomes desynced

Version 2.1.0

  • Added various ship-related tweaks:
    • Fixed Suit Rack
    • Larger Lever Collision
    • Begone Bottom Collision
    • Tiny Teleporter Collision
  • Dust Space Clouds tweak will now also fix "DustyClouds"
  • More re-organization of config and README

Version 2.0.0

  • Added Fixed Teleporter Button tweak
  • Added Fall Rotation Fix tweak
  • Added MrovWeathers True Blackout tweak
  • Added Snare Flea balance tweaks
  • Adjusted default values so no unwanted gameplay changes should be present on install
  • Overhauled README

Version 1.0.1

  • Edited README

Version 1.0.0

  • Initial release