Releases: SphereII/SphereII.Mods
1.0.43.1207
Version: 1.0.43.1207
[ Fire Manager ]
- Removed the DynamicMeshChunk update, which was likely needless, and likely caused a performance issue.
- Added new property on a block to replace the target block with an ExtinguishedUpgradeBlock.
<property name='ExtinguishedUpgradeBlock' value='burntBlock' />
- When a block is extinguished, it will turn into this block.
- Damage from the original block is transfered over to the new block
- If the damage from the original block is greater than the new block's max health, it'll turn into an air block.
[ SphereII Larger Parties ]
- New modlet that allows Parties up to 100 members.
- Added a Minimum exp value for shared exp.
- By default, any party above 8 would get 0 exp shared.
- Default Minimum Exp is 200.
- Not included into 0-SCore, because there is a transpiler patch.
1.0.38.1615
Version: 1.0.38.1615
[ Food Spoilage ]
- Adjusted references within the patches to use their full __instance values, rather than creating shorter forms for cleanliness
- Fixed an issue where a stack was spamming unlimited rotten meat
[ 0-SCore Blocks ]
- Added new class to blocks.xml to support PickUpAndReplace features.
<property class="AdvancedPickUpAndPlace">
<property name="Logging" value="false"/>
<property name="TakeWithTool" value="meleeToolRepairT1ClawHammer" />
</property>
[ Take And Replace ]
- When a TakeWithTools property is set, the default item of clawHammer gets cleared.
- Fixed the ordering of material checks according to the xml defined order.
-> is Block a Valid Material to pick up?
-> Do we need to check the hand item for pick up?
-> Are we holding one of those tools?
-> Does our current hand item have the proper material tag?
- Trying a new design pattern.
-> Hold unto your hats.
- Created some helper shortcuts in order to reduce hard coding many references in the blocks.xml/shapes.xml
- If the TakeWithTool property exists on the block / shape, then a lookup against the AdvancedPickUpAndPlace class is triggered.
-> ValidMaterials operates the same style of lookup.
- This lookup uses the value of the TakeWithTool from the block/shape as a key to an entry in AdvancedPickUpAndPlace.
For Example:
<!-- blocks.xml -->
<property name="TakeWithTool" value="WoodenFenceTools" />
<property name="ValidMaterials" value="woodMaterial"/>
<!-- Config Block -->
<property class="AdvancedPickUpAndPlace">
<property name="Logging" value="false" />
<property name="TakeWithTool" value="meleeToolRepairT1ClawHammer" />
<property name="WoodenFenceTools" value="meleeToolRepairT0StoneAxe,meleeToolRepairT0TazasStoneAxe,meleeToolRepairT1ClawHammer,meleeToolAxeT1IronFireaxe,meleeToolAxeT2SteelAxe,meleeToolAxeT3Chainsaw">
<property name="woodMaterial" value="Mwood_weak,Mwood_regular"/>
</property>
- You may append to the class with your own unique keys
<append xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='AdvancedPickUpAndPlace']">
<property name="WoodenFenceTools" value="meleeToolRepairT0StoneAxe,meleeToolRepairT0TazasStoneAxe,meleeToolRepairT1ClawHammer,meleeToolAxeT1IronFireaxe,meleeToolAxeT2SteelAxe,meleeToolAxeT3Chainsaw" />
</append>
1.0.37.1432
Version: 1.0.37.1432
[ Localization ]
- Updated some missing localization entries.
[ Food Spoilage ]
- Fixed an issue where a stack was smapping unlimited rotten meat
- Issue was related to the Spoilage meter on an item not being reset properly after each spoiled item.
[ Jiggle Adjustments ]
- If you are under 18, stop reading.
- This is mostly for xyth, who is more assuredly considered old enough to view.
- Exposed two properties for EntityAlive's:
<!-- Always enable the jiggle script, regardless of distance -->
<property name="AlwaysJiggle" value="true" />
<!-- Never downscale the AI, regardless of distance -->
<property name="NeverScaleAI" value="true" />
1.0.32.940
Version: 1.0.32.940
[ CompoPackTweaks ]
- main host for the CompoPackTeaks, which is used by the CompoPack Team
- You do not need to install this yourself for compopack; they supply it.
- Removes the warning for the DMS when new traders are added.
- Can be used by other groups for the same purpose.
[ ObjectiveGiveBuffSDX ]
- Removed the hard-coded "buff" word after the "Get <Buff>" string.
[ Take And Replace ]
- Added a property option to block / shape to allow filtering based on hand item.
<property name="TakeWithTool" value="clawHammer,stoneAxe" />
- If this property is specified, the Take Prompt will only show when you are holding that item.
- This happens after we've checked ValidMaterial, and passed the material check for pick up.
- If this property is not specified, then the Take Prompt will show up for those blocks.
- Note: HoldingItem property is still valid. The item(s) specified in this property will half the time it takes for the block.
- If the item that you are holding has the tag "silenttake", then no sound will be played when a block is taken.
- This happens regardless if the tool is specified in TakeWithTool or HoldingItem.
- If you can take a block, and have that tag on your hand item, no sound will be played.
- Updated the "Take Sound" to be more appropriate for the material you are taking.
- Wooden sound for wood materials. Steel sound for steel materials.
- Added a property option CheckToolForMaterial, with the default being false.
<property name="CheckToolForMaterial" value="true"/
- If this property is defined and set to true, then the block will check for a tag on the holding item
- The tag on the holding item must be the material ID that is allowed to be picked up.
<item name="meleeToolRepairT0StoneAxe">
<!-- Allow the stone axe to pick up any block that is Mwood_weak or Mwood_regular.
<property name="Tags" value="<ommitted for clarity>,Mwood_weak, Mwood_regular"/>
<!-- full example : -->
<append xpath="/shapes/shape[@name='windowBoarded']">
<property name="Class" value="TakeAndReplace, SCore"/>
<property name="CanPickup" value="true"/>
<property name="TakeDelay" value="8"/>
<property name="PickUpBlock" value="woodShapes:VariantHelper"/>
<!-- Only allow picking up window board blocks that are weak or regular wood -->
<property name="ValidMaterials" value="Mwood_weak,Mwood_regular"/>
<!-- Only allow picking up blocks with this tool being held. -->
<property name="TakeWithTool" value="meleeToolRepairT0StoneAxe,meleeToolRepairTazaStoneAxe"/>
<!-- Check the currently held tool's tag for the material of the block / shape being picked up -->
<!-- note: That means that the stone axes must have a Mwood_weak tags in order to pick up those blocks -->
<property name="CheckToolForMaterial" value="true" />
</append>
1.0.31.1121
Version: 1.0.31.1121
[ Events ]
- Added a new folder Scripts/Events
- Added new event EventOnBuffAdded.OnBuffAdded, which is triggered whenever a buff is added.
- This event was not strictly necessary for the ObjectiveBuffSDX quest, but left just in case it's useful.
- Moved EventOnEnterPoi.OnEnterPoi to this new folder. This event is fired whenever a player enters the POI bounds.
[ Quests ]
- Fixed an issue with ObjectiveBuffSDX by adding in the necessary event hooks
- ObjectiveBuffSDX will be checked whenever a buff is added, or if a buff is already present, when the objective is current.
- Cleaned up QuestActionGiveBuff
- Added example syntax in quests.xml of 0-SCore
<objective type="BuffSDX, SCore" >
<property name="phase" value="3" />
<property name="buff" value="buffIsOnFire" />
</objective>
<action type="GiveBuffSDX, SCore">
<property name="value" value="buffRadiation01" />
<property name="on_complete" value="false"/>
<property name="phase" value="4" />
</action>
[ Take and Replace ]
- Added a material filter to the PickUpAndReplace block.
- If the block or shape does not have the listed material, the prompt will not show up, nor will the block work.
- Removed some default shapes and blocks from the Take And Replace modlet.
- Default: "Mwood_weak,Mwood_weak_shapes,Mwood_shapes";
- If a block / shape has the following property, it will use them over the default.
<property name="ValidMaterials" value="" />
- It is a comma-delimited list.
1.0.22.1055
Version: 1.0.22.1055
- Cleaned up old debug statements.
[ NPC ]
- Fixed a null reference when opening a backpack from a dead NPC
[ Broadcast ]
- Fixed an issue where the button was not working properly
[ Localization ]
- Fixed some localization settings.
1.0.19.1056
- Restructured Repo to include a top level Mods folder.
1.0.30.1042
Version: 1.0.30.1042
[ NPCs ]
- Fixed an issue when NPCs could not move around, and were stuck in inital pose.
1.0.29.1609
Version: 1.0.29.1609
[ SmartText Mesh ]
- Added a Harmony patch to protect against null reference due to the Signs Feature.
- Sign Feature hides the wooden mesh and Text from showing up. This harmony patch protects against
when the text is changing, and the TextMesh isn't enabled (yet).
[ Signs ]
- Fixed issues with signs not generating correctly.
- ImageWrapper, the basis of the image signs, has been modified to support a VideoPlayer
- Gifs are no longer supported unfortunately due to shader issues.
- Gif and Gifv links are converted by ImageWrapper to be a mp4 URL.
- This probably only effectively works if you use an imgur link.
- This is then fed to the VideoPlayer as a Source URL.
- When the http:// link is removed, the sign is reverted back to vanilla texture and mesh.
1.0.28.1841
Version: 1.0.28.1841
[ EntityAliveSDX ]
- Fixed a null reference when picking up an NPC and selecting their item.
- It was storing a LootListName, which may be null, causing the null ref.
[ Signs ]
- Fixed an issue with http:// images not displaying correctly on signs.
- Problem was identified that the new shader on the signs weren't allowing it.
- Added a SCoreModEvents.GetStandardShader() that returns a Standard shader.
- When using a custom http:// link, it will switch to this shader.
- A Redesign is necessary.
- Known Issue: URL text still shows up. Sometimes image doesn't.