Custom Recipes
You must "opt-in" to custom recipes now. In Config Manager, you can toggle on custom recipes for each vehicle. This is so that changes to vehicle recipes by vehicle developers will automatically take effect for users that don't use custom recipes. I added a text file in the recipes folder to explain this. I hope this doesn't create a great deal of confusion.
Breaking Changes (why we went from 1.7.x to 1.8.x)
- I refactored the DockingBay component for ease of use and to better work with ModVehicles. It's more customizable now too.
- ModVehicle.OnVehicleDocked and ModVehicle.OnPlayerDocked had a redundant argument removed.
Fixes and Features:
- Improve counting of storage containers, especially for the Crush which has custom storage options.
- Fix Submarine upgrades being selected wrongly. If you had upgrades in slots 5-9, pressing those buttons while in a Submarine but not piloting it would trigger them. They should now only be triggered if you're actually piloting.
- Engine sounds no longer depend on the Voice Volume. See config manager for a volume slider.
- Add interface for custom subtitles. Vehicles can independently configure their subtitles, so they don't have to match the default voice lines.
- Don't show HUD pings for vehicles you're inside of. The Beluga is so large, for example, that you can be inside and yet far enough away from its center to see the HUD sprite.
- AutoPilot.autoLeveling.get is now public.
- Don't disallow Material Reactors with 0 capacity.
Docking Bay Changes
- allow possibly any vehicle to be docked
- allow per-vehicle undocking actions to be taken
- allow per-vehicle dock-positions to be used
- greatly improve handling for ModVehicles
- allow customizable dock-trigger range
- DockingBay is now an abstract class
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