![]() ![]() Updated many background doors' sprites, and updated node positions to better fit the sprites. Updated the descriptions and most sound effects of background doors. Background doors now correctly become uninteractable when not connected to another door. Players are now immune to fall damage after teleporting, and no longer arrive above the ground. * Renamed the Nightar Umbral Bookcase Switch to Nightar Switch Bookcase to fit the tooltip. * Added recently added biomes to tricoder gps. * Added sapling names for the recently added trees. * Fixed aetherlamp and aetherlampsmall pillars becoming fullbright when lit. * Added back aethermid image to aether sea parallax with some adjustments. * Added more tree stem options for spring biome. * queens will no longer 'magically' disappear * The thresholds for rotten/infested apiary looks have been reduced as well. Apiary will display mite symbol if mites are present. * gravity wand no longer scales projectile count with relevant stat due to ability to crash players * Standardised Oxygen/Breath/Breathing Immunity to Oxygen Immunity. * Added Mild/Moderate/Extreme to the names of some status effects, to match the resistance thresholds of biome Heat/Cold/Radiation. * Increased the amount of air provided by the Heat, Cold, Radiation and Poison EPPs II. * Updated the descriptions of the Heat, Cold, Radiation and Poison EPPs to better signal the biome severity protected against. * Removed a deprecated item from the crafting recipes of the Small Comm-Unit and the Communications Array. * ArCon Protector and Xi Acid Node now provide breath immunity rather than timed breath bonuses. * Proto Shale, Dense Proto Shale and Delicate Coral are now only siftable, removing overlap between the Powder Sifter and Rock Crusher. * Adjusted the descriptions and breath amounts of EPPs and armour sets that increase breathing time. * Acid EPP now provides longer breath time. this will functionally double time to fully regenerate breath and time to deplete, except (apparently) on shipworlds. * removed double-ticking of breath regeneration and depletion. Made them equal in output to the superior subtype instead. * Fixed some bee subtypes to not be strictly inferior to their comparable subtype. * Added a weaker version of Gleap Alphas for Lush worlds. * Updated the formatting of some species descriptions. * Fixed the stance of the Irradium Scythe. * Shadekin clothing is now researched in the Fashion Mastery node and requires the Spinning Wheel to craft. * Nightar furniture and blocks are now crafted in the correct workbench tier and tabs. * Gnome Warriors now use the correct idle sfx. * Updated the teleport and effects colours of some species for consistency. * In addition, each layer says in which position it begins and in which it ends, being able to locate you easily in them. * replaced some parallax backgrounds with new art ![]() * Fixed Scientist crew member not giving the run/jump bonuses. * X'ian Explorer Contract and Beeguy Contract (quest rewards) can be repurchased at Hiring Office if their quests have been completed. * FarSight XR-72 is now sold at Lost&Found if Infiltration quest has been completed. * Veritas Cannon is now sold at Lost&Found if Letheia Fleet quest has been completed. * removed override of destroyruin lua file * replaced incorrect 'canAbandon' flag not being 'canBeAbandoned', resulting in some quests (including the master manipulator quest) being erroneously abandonable. * moved master manipulator acquisition to lost and found merchant via quest due to 'inventory full' and compatibility issues. * fixed invalid toHex functions resulting in erroneous string lengths when using values of 15.5 to 15.99 (repeating) * new sprites for the precursor beer, blood and water packs * fixed buggy behavior when other items are placed in waste slots (item parameters stripped, waste doesn't drop) * tritium overflow also creates extra radiation You can further increase hitpoints of a block by adding Densinium Ore (+62 hitpoints) with Material Mod Placer tool.* liquid irradium drops tritium 5x less often.Note: extremely weak blocks (less than 4 hitpoints) are not included. when walking in a Mech (it damages the blocks by stepping on them, and even more so by jumping on them).when building on a planet with hazardous weather (such as Cosmic Blasts, which can deal 12 damage to the area they fall upon) - blocks stronger than 24 hitpoints are very likely to be safe, while weak blocks will be utterly destroyed,.when mining: more durable blocks are much slower to mine,.This is the list of blocks sorted by their "durability" (how much block damage can they take). ![]()
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