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  1. this is a full list of changes, including stuff klei might have glossed over in their patch notes! (note: this is only code changes, it would be far to taxing at-least at this moment to go over image and animation changes) Component Changes: The builder component now does a check for the tag "hungrybuilder" and removes 5 hunger if that was the first fast craft in the last minute. The burnable component has a new property called ignorefuel, when burnable.ignorefuel is set to true, the fueled component doesn't start/stop consuming fuel when set on fire/extinguished. The combat component no longer checks the fueltype of fueled entities when determining if they are burnable. The combat component also no longer loses its target when it wakes of from sleep(the game state, not sleeping from like a panflute) The deployhelper component now has a function called AddRecipeFilter(recipename), which makes the deployhelper only activate when the recipes added via AddRecipeFilter are being placed. The herd component has a new property called nomerging, when herd.nomerging is true, herds can no longer merge with other nearby herds(duh) The lootdropper component also uses the burnable.ignorefuel property to determine if it should drop its loot. The pickable component got a off by on bug fixed regarding protected_cycles giving one more protected cycle than it should. (thanks Scott) The placer component now uses WallUpdate(60 tps) instead of Update(30 tps) this has been handled in such a way that mods are unaffected. A new component circuitnode which is used to connect entities to other entities within a certain radius. A new component updatelooper, because klei got fed up with DoPeriodicTask being imprecise. Prefab Changes: The bugnet's build got changed from "bugnet" to "swap_bugnet" structure_collapse_fx got a new material type called "none", thats silent. The trunkvest_summer got the waterproofer component added to it. winona now has the tag "hungrybuilder" the following are new prefabs, which due to the nature of content wont be covered: winona_battery_high winona_battery_low winona_battery_sparks winona_catapult winona_catapult_projectile winona_spotlight Misc Changes: Priority has been changed for oval/shield portrait loading, see characterutil.lua@12 The engineering tab was added for winona FUELTYPE.MAGIC was clarified to be a "V2C: use this one if u don't want there to be any associated fuel" WAY WAY WAY to many changes to the skin system for me to even try to understand, let alone explain here, all that you should know is that if you used any "skin function" it more than likely got changed. This is all the files that got changed in reference to skins: that's all the changes for this update, expect these with every update that klei pushes! for a more game-play related overview of this update checkout Game Update 315751, The Players Change-log! Previous update: Game Update 304366, The Modders Change-log! As always, if I got anything wrong, or missed something, let me know and I can take another look at the code.
  2. This is a full list of changes, including stuff klei might have glossed over in their patch notes! (note: this is only code changes, it would be far to taxing at-least at this moment to go over image and animation changes) The following items/entities got code added for current/future skinned items: Ice Flingomatic Bug Net We actually know what the two skins for these items are, For the Ice Flingomatic we have the: Amazing Snowball Juggler, which is a twitch drop(that is presumed to drop next week). For the Bug Net we have the: Ravenous Spidernet, which is a proof of purchase skin(is presumed to be something that you will get from the Klei Store). The following are minor changes or tweaks to the game: Certain things that took fuel, that were un-ignitable before can now be set of fire. Entities that get unloaded can now keep their target when they get loaded again. Fixed a bug that caused medium mushtrees to not get desolation spawned(when just none exist in a large radius) Fixed pickable entities getting one extra protected harvest(where they can't wither regardless of temperature). Fixed the game saving at a certain point keeping a ride-able beefalo alive when they should be dead. Fixed the houndius shootius targeting the player under weird edge cases. Fixed the poop flies sometimes making noise when they shouldn't. Fixed volt goat herds merging when they shouldn't be able to Fixed the Pig King not starting the wrestling match due sinkholes being right next to the Pig King As a side-effect, the Pig King doesn't search for walls(or anything with the "blocker" tag) anymore, so feel free to place them wherever you wan't inside the "previously un-placeable" range Fixed the wrestling match sometimes not un-pausing the hounds. Fixed frogs being a little quieter than intended sometimes. Fixed beavers being able to take knock-back. Fixed being able to heal entities when they were dead to duplicate drops. Fixed a bug causing special events to sometimes not have its data loaded. Fixed Winona's catapult hitting maxwell's shadow minions. Fixed Winona's catapult sometimes making noise still after being burned. Fixed a bug that caused both of Winona's generators to stop/start consuming fuel when burned(theoretically allowing infinite fuel). Fixed the same bug as above for the Red Lantern. Fixed koalefant's dropping ash instead of a cooked trunk when killed by fire. Fixed Varg Shrines not working if YOTV was enabled manually. Summers are now 8.2% darker(before it had a brightness value of 0.7, now its 0.65). Bee-Boxes got a few more describe strings(depending on how full/empty it is). The Breezy Vest is now slightly waterproof(20%). Now for winona's stuff: We have "Winona's Generator": Crafted with 1 Trusty Tape, 2 Logs, and 2 Nitre. This provides power to any structures within a radius of 5 around it. This takes two Nitre to go from having no fuel to completely fueled. When fully fueled, this generator is rated for 1 day's usage(each nitre is half a day of rated usage). We have "Winona's G.E.M.erator": Crafted with 1 Trusty Tape, 2 Boards, and 2 Electrical Doodads. This(just like the other generator) provides power to any structures within a radius of 5 around it. This takes 3 gems to go from no fuel to completely fueled. When fully fueled this generator is rated for 6 day's usage(each gem is 2 days of rated usage). Now, for how fuel consumption works for these: For every connected structure that consumes power the power load is increased by 1 For example, if you had 4 structures that consumed power the power consumption rate would be 4, which would mean you would take the rated usage time and divide it by 4, to determine how long the generator would last. BUT, something interesting exists, where if a structure is getting powered by multiple generators, each generator splits the cost of running it. For example, if you had 2 generators running 1 structure that consumed power, the power consumption rate would be 0.5 for each, so each generator would last double its rated usage time. Lastly, the generators consumption rate can never go below 0.2, which means that if one structure was getting powered by 6 generators, rather than each generator having a consumption rate of 0.1667, they would still have a consumption rate of 0.2. We have "Winona's Catapult": Crafted with 1 Trusty Tape, 3 Sticks, and 15 Rocks. With a max range of 15(radius) and a minimum range of 4.75(radius), doing 42.5 damage per hit, and attacking every 2.5 seconds. Whenever a catapult is hit, it attempts to target it(if its outside its min range, and inside its max range), but regardless of whether or not it can target it, it share's that target with all the catapults within a radius of 15 around it. Lastly, it can target anything within its range of 15, as long as one of these things is true: The player is targeting that entity The entity is targeting the catapult The entity is targeting a player Over the course of a whole day, it will go from 0 to max hp(400). We have "Winona's Spotlight": Crafted with 1 Trusty Tap, 2 Gold Nuggets, and 1 Firefly. It will target somebody within a radius of 20 around it, and will keep a light on them until they leave that radius. Multiple spotlights all target different individuals, so spotlights are fairly smart now. Lastly, we have changes to Winona. Her fast crafting has been changed, when below 33% hunger, she takes 1.5 seconds to craft things(0.5 seconds slower than a normal player), but when above 33% hunger, she crafts things at a speed of 0.5 seconds, but will lose 5 hunger if she hasn't fast crafted(the 0.5 second craft) anything within the last minute. that's all the changes for this update, expect these with every update that klei pushes! for a more technical overview of this update checkout Game Update 314835, The Modders Change-log! Previous update: Game Update 304366, The Players Change-log! As always, if I got anything wrong, or missed something, let me know and I can take another look at the code.