This page was last updated on 03 March 2025, 4:27AM
Changelogs
Version 1.0.0-pre.25
Add "Scale" property to Spawn Info for Coordinated Spawns by @LeeTwentyThree
Biome Handler by @LeeTwentyThree
Fix Nautilus not compiling for BZ (Thanks to Biome Handler) by @LeeTwentyThree
Version 1.0.0-pre.24
Fixed tech category display names not getting applied by @Metious
Correct set analysis tech entry behavior breaking change by @MrPurple6411
Change crafting gadget tree failure log level to Debug by @LeeTwentyThree
Fix CC3 1.0.0.2 bug. by @MrPurple6411
Overhaul ModPrefabRequest and PrefabHandler to fix multi request bug by @MrPurple6411
- Debug Log when prefab is removed from cache
- Reworked ModPrefabRequest to actually implement the Current, MoveNext, Reset and Release methods
- Retargeted the ModPrefabRequest.TryGetPrefab to pull from the cache
- Moved PrefabFactory call into the renamed InitPrefabAsync method.
Survival Handler Fixes and Improvements. by @MrPurple6411
- Fix: Setting Negative oxygen did not work right.
- Fix: Setting Negative Health would never kill and could glitch the player if reaching 0.
- Fix: InventoryUsables was list instead of HashSet
- Improvement: Added RunActionOnConsume(TechType techType, Action customAction, bool isEdible) to allow mods to send their own custom action to be performed when item is consumed.
Version 1.0.0-pre.23
Safety measures for localization registration by @Metious in #496
UploadHelper Overhaul/Fixing BepInExPluginVersion by @MrPurple6411 in #503
Allow nullables and params arrays in console commands by @Govorunb in #505
Loot distribution dependency on the prefab database by @Metious in #501
Fixed issue when yield returning same request by @Metious in #498
Fixed ambiguous method error for WithAnalysisTech by @Metious in #499
Version 1.0.0-pre.22
Default value for ItemActionHandler's Language argument by @Metious in #458
EquipmentGadget allowed None enum values by @Metious in #456
MarmosetUBER is initialized too late by @Metious in #455
New WithTechType overload and explicit cast from Enum to EnumBuilder by @Metious in #457
Added build GitHub actions by @Metious in #460
Mark packages as development dependencies by @tinyhoot in #461
Creature Egg examples have real names by @Metious in #462
FMOD master channel group spam by @Metious in #459
Fix mod message holding not being disabled at game start by @LeeTwentyThree in #464
Remove SMLHelper compatibility patches by @LeeTwentyThree in #465
Remove custom tech type be unlocked by default by @MrPurple6411 in #470
Correct Missing ModifyPrefabAsync in CloneTemplate.GetPrefabAsync by @MrPurple6411 in #468
Update ModCraftTreeLinkingNode.cs by @MrPurple6411 in #471
Multiple Fixes for the ModPrefabCache by @MrPurple6411 in #469
StoryGoal actions receive the name of the unlocked goal by @tinyhoot in #476
Fix Custom Fabricators not being able to be changed by handlers. by @MrPurple6411 in #481
Error when an option menu is loaded on menu open by @Metious in #480
Prefix SpriteManager.GetWithNoDefault to avoid potential issues with custom icons by @LeeTwentyThree in #482
Fix default TechGroup by @MrPurple6411 in #488
Correct LanguageLine value to string to properly use the Language key by @MrPurple6411 in #487
Ensure not checking for null key and instead use fallback language by @MrPurple6411 in #484
Fix Mod Options again. by @MrPurple6411 in #485
Extend the CloneTemplate by @MrPurple6411 in #489
Workbench Organization. by @MrPurple6411 in #486
Vehicle Upgrade Equipment Type Fixes by @Metious in #492
Mention marking Nautilus as a dependency in the docs by @Metious in #493
Model-MoonPool In BZ by @MrPurple6411 in #494
ScanningGadget & KnownTech handling by @Metious in #473
Creature Egg hatching fixes & large ACU support by @Metious in #463
Add Remove default unlock request system. by @MrPurple6411 in #495