TooManyExplosions
Is there such a thing as too many explosions? One way to find out. You can also throw landmines now.
By zapajax
CHANGELOG
Log of Changes
1.0.3 - 2024-05-05
Landmine object codes have been implemented. Current velocity is calculated when throwing creating a more accurate throw. Landmines correctly transform when the ship leaves.
Fixed
- Landmines are automatically transformed into ThrowableLandmines when the ship leaves.
- The method for grabbing the landmine prefab now checks every SelectableLevel object for a landmine instead of the current level.
Changed
- Landmines are now temporarily deactivated via the terminal just like normal landmines. They may not appear depending on how close they are to walls.
- ThrowableLandmines can now be throw all the time.
- The current velocity of a player now affects the initial velocity of the ThrowableLandmine.
- ThrowableLandmines can only turn into Landmines while the ship is landing and when the ship has landed.
- You can now grab the ThrowableLandmine as it flies through the air.
- You can grab the ThrowableLandmine before the game starts.
1.0.2 - 2024-04-26
Fixed issues with landmine conversions
Fixed
- If ThrowableLandmine is thrown while the ship is landing, it transforms correctly into a landmine and is grabbable.
Changed
- You can throw landmine at any point.
1.0.1 - 2024-04-22
Fixed conflict issue with the Skinwalker mod
Changed
- Changed the previous method of handling Config Variables passed across the network to utilize the existing network object for NetcodeManager.
1.0.0 - 2024-04-20
Init
Added
- A Raspberry Pi