siosios
06-12-2013, 04:18 AM
Update Notes - June 11th
NEW THINGS TO DISCOVER:
-Peaceful rock lobster herds roam the gloomy depths.
-Bunnymen turn into beardlords when your sanity is low.
-Ever wonder what's right below a tentacle? MORE TENTACLE!
-The invasive Lureplant will taunt you with its delicious veggiemeat.
-Eat exotic cave bananas!
-Ferns! You can burn 'em!
-More colourful mushtree varieties.
-Stalagmites come in more varied shapes.
NEW THINGS TO CRAFT & USE:
-The vampiric BatBat.
-The marginally useful Compass.
NEW MAP GENERATION FEATURES:
-Gaze into the abyss in the caves!
-Cave walls are prettier.
-Cave layouts are... caveier.
TUNING & FIXES:
-Time passes aboveground and belowground, independent of your current location.
-You can regenerate a cave from its entrance (just for testing!)
-Crops can grow underground, if you keep them lit.
-Added a proper "Always dark" preset to levelgen.
-Equippable items remember which slot they are from.
-Snurtle Shell Armour will now cause enemies to lose interest in you if you hide for over 5 seconds.
-Plantables can't be planted on nonsensical ground types.
-Added toggleable "notebook mode" and "small texture mode" options for lowspec machines.
-Fixed some bad mip chains that were causing trouble for some graphics cards.
-Fixed libegl crash that was happening for some old Intel cards.
-Iceboxes can be place closer together.
-Fixed pig torch crash.
-Fixed spoilage stack exploit.
NEW MODDING FEATURES:
-New sample mods, "sampleprefab" and "samplecharacter", which includes an art template for character skins.
-Reworked the loading of textures and other assets so you no longer have to use package.path, LoadPrefabDefs, LoadPrefabs, or prefabs.xml
-This does require the use of PrefabFiles and Assets in modmain.lua, see the sample mods for an example.
-Can overwrite basically any asset just by putting it in the same relative path in a mod folder.
-Lots of improvements to error reporting, and generally more helpful errors when something isn't working.
-Crafting menu tab spacing is now dynamic, so adding a new entry to RECIPETABS will automatically align the tab bar.
-Container widgets can have a custom background image specified.
-World gen scripts can now be overridden from a mod. Time to make some crazy places!
-Mods now have access to luasockets on windows. (dun dun DUUUUUN!)
More... (http://store.steampowered.com/news/10847/)
NEW THINGS TO DISCOVER:
-Peaceful rock lobster herds roam the gloomy depths.
-Bunnymen turn into beardlords when your sanity is low.
-Ever wonder what's right below a tentacle? MORE TENTACLE!
-The invasive Lureplant will taunt you with its delicious veggiemeat.
-Eat exotic cave bananas!
-Ferns! You can burn 'em!
-More colourful mushtree varieties.
-Stalagmites come in more varied shapes.
NEW THINGS TO CRAFT & USE:
-The vampiric BatBat.
-The marginally useful Compass.
NEW MAP GENERATION FEATURES:
-Gaze into the abyss in the caves!
-Cave walls are prettier.
-Cave layouts are... caveier.
TUNING & FIXES:
-Time passes aboveground and belowground, independent of your current location.
-You can regenerate a cave from its entrance (just for testing!)
-Crops can grow underground, if you keep them lit.
-Added a proper "Always dark" preset to levelgen.
-Equippable items remember which slot they are from.
-Snurtle Shell Armour will now cause enemies to lose interest in you if you hide for over 5 seconds.
-Plantables can't be planted on nonsensical ground types.
-Added toggleable "notebook mode" and "small texture mode" options for lowspec machines.
-Fixed some bad mip chains that were causing trouble for some graphics cards.
-Fixed libegl crash that was happening for some old Intel cards.
-Iceboxes can be place closer together.
-Fixed pig torch crash.
-Fixed spoilage stack exploit.
NEW MODDING FEATURES:
-New sample mods, "sampleprefab" and "samplecharacter", which includes an art template for character skins.
-Reworked the loading of textures and other assets so you no longer have to use package.path, LoadPrefabDefs, LoadPrefabs, or prefabs.xml
-This does require the use of PrefabFiles and Assets in modmain.lua, see the sample mods for an example.
-Can overwrite basically any asset just by putting it in the same relative path in a mod folder.
-Lots of improvements to error reporting, and generally more helpful errors when something isn't working.
-Crafting menu tab spacing is now dynamic, so adding a new entry to RECIPETABS will automatically align the tab bar.
-Container widgets can have a custom background image specified.
-World gen scripts can now be overridden from a mod. Time to make some crazy places!
-Mods now have access to luasockets on windows. (dun dun DUUUUUN!)
More... (http://store.steampowered.com/news/10847/)