Changelog
1.0.8
- Fixed tether ropes appearing at the wrong location (or not at all) after reloading a world, caused by the saved rope endpoint going stale across sessions (issue #7).
- Improved hitching ropes not appearing on dedicated servers (issue #6, not yet fully confirmed). Network ownership of the creature is now claimed before the rope is created so the endpoint syncs, and a creature in hitching mode is flagged so nearby players all see the rope — not just the player doing the hitching.
- Removed the straight-line fallback rope; the authentic vfx_Harpooned rope is now the only rope.
- A stale tether to a beam that no longer exists is now cleared automatically instead of retrying indefinitely.
- Minor performance and robustness cleanups.
1.0.6
- Fixed TetherController being attached to wild/untamed creatures, which caused log spam (issue #5).
- Creature names in log output now display their localized name instead of the raw key (e.g. "Boar" instead of "$enemy_boar").
- Verbose internal log messages are now gated behind the DebugMode config option.
1.0.5
- Fixed NullReferenceException spam in the console when creating a rope (issue #4).
1.0.4
- Fixed hitching of non-tamed creatures. Previously, player was able to hitch any tameable creature. This was not intended and has been fixed. Now, the interaction only works on allied tameable creatures.
1.0.3
- Updated README and fixed some Debug text.
1.0.2
- Fixed duplicate ropes appearing in multiplayer.
1.0.1
- Allowed hitching posts to have multiple tamed creatures hitched to them simultaneously.
- Fixed an issue where creatures remained hitched (preserving the active hovering prompt) when their respective post/beam was dismantled.
1.0.0