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Releases: SphereII/SphereII.Mods

1.0.43.1207

07 Aug 15:29
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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

02 Aug 19:17
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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

01 Aug 18:15
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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

27 Jul 12:46
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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

26 Jul 14:26
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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

17 Jul 14:44
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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

14 Jul 15:12
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  • Restructured Repo to include a top level Mods folder.

1.0.30.1042

25 Jul 14:45
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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

24 Jul 19:18
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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

23 Jul 23:07
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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.