Version History/V135

V135.19
02/04/2020

New
 * Mods: Bots - Get all held object UIDS (ModBot.GetAllHeldObjectsUIDs(ObjId))
 * Mods: Directly get the Player UID (ModPlayer.GetUID)
 * Mods: Get properties of an object (ModObject.GetObjectProperties(ObjId))
 * Mods: Get the state of a Bot (ModBot.GetState(ObjId))

Fixed
 * Mods: Mod menu didn't display subscribed Mods
 * Mods: Documentation errors and new deprecations
 * Small objects that landed in shallow water could be completely submerged, making them hard to see.

V135.18
31/03/2020

New
 * Mods: Fishing Rod min/max variables times added.
 * Mods: Get the clothing types worn by Farmer/Bot (ModObject.GetClothingTypesWorn(ObjId))
 * Mods: Check if Farmer/Bot is wearing a certain type of clothing (ModObject.IsWearingClothing(ObjId, "Hat"))
 * Mods: All custom callbacks (RegisterForCustomCallback) now provide item UID as well as User UID (e.g. player/bot UID) if applicable. All 9 updated.
 * Mods: Lua Error now allows for exit on popup
 * Mods: Support for Buildings/Floors on ModTiles.GetObjectsOfTypeInAreaUIDs

Fixed
 * Mods: GetSelectableObjectUIDsOnTile could return player/non selectable of certain type
 * Mods: GetObjectsOfTypeInAreaUIDs ignored Workers
 * Mods: AddRecipeToConverter ignored custom converters of certain type
 * Mods: PlayCustomSound could play in menu after being triggered
 * Mods: UpdateMoveTo had issues with height gain
 * Mods: Stacking custom items - only bottom one could be selected, now all work
 * Mods: Error in various places about IndexOutOfRange from GetCategory
 * Mods: Check added for object recipe infinite recursion.
 * Mods: Script clash over sensitive issue
 * Mods: "HoldableDroppedOnGround" custom callback provided old coordinates
 * Mods: Reload scripts with no Mods caused error [AP-1379]
 * Mods: Issue with first recipe in custom converter being unlocked when set to locked
 * Mods: Continual error when offline and fetching subscribed Mods [AP1375]
 * Mods: ValidObject and DestroyObject could could an error message
 * Mods: Changes to destroy object to support building and floors, now features return for success
 * The Bot Server would make noises before it was built.
 * The beginning of long error messages could be off the top of the screen.

V135.17
27/03/2020

New
 * Mods: Get all the UIDs of held objects by player (ModPlayer.GetAllPlayerHeldObjectsUIDs)
 * Mods: Get all object UIDs on a tile (ModTiles.GetSelectableObjectUIDsOnTile)
 * Mods: New 'UID' versions of functions - deprecated all confusing 'ID' functions
 * Mods: Get when mouse button is down (ModBase.RegisterForInputMouseButtonDown) - returns callback with Tile X,Y and UID of object

Fixed
 * Mods: GetAmountObjectsOfTypeInArea not returning e.g. Bush, Boulder, TallBoulder
 * Mods: Reload Scripts functionality removed all registering of input if using >1 mod
 * Mods: StartMoveTo/UpdateMoveTo caching removed for safety (could cause error)
 * Mods: Bots would cause error with custom tools due to save name handling
 * A bot would become stuck if the player used RMB on it while using a Wheelbarrow.
 * Bots were unable to put ingredients into stacked blueprints.

V135.16
26/03/2020

New
 * Mods: Get Object Type from known UID (ModObject.GetObjectType(ObjId))
 * Mods: Get the UIDs of all objects in an area (ModTiles.GetObjectUIDsOnTile)
 * Mods: Custom Tool callback now provides UID of target and type of target
 * Mods: Destroy and Object by UID - ModObject.DestroyObject(ObjId)
 * Mods: Callback support for 'holdable dropped on ground' (RegisterForCustomCallback)
 * Mods: Callback support for 'added to converter' (RegisterForCustomCallback)
 * Mods: Check if object is valid - ModObject. IsValidObjectUID(UID)

Fixed
 * Mods: Custom converter could add recipes multiple times (one each load)
 * Mods: CreateTool required a callback - no longer the case
 * Mods: CreateTool animation was only set for use on object - not tile
 * Mods: Custom objects (like converters) would cause errors on reloading
 * Mods: Scale is taken into account for height of stacking and elsewhere
 * Sometimes a crash would occur similar to "Worker Object FixingPeg already being added"
 * The Super Bot Workbench select screen could become too tall for the screen.
 * Generic Wildflower icon always showed Aster.
 * Tutorial pointer would point to bottom/left screen while being asked to stow with now object in hand.
 * Empty Buckets couldn't be dropped onto shallow water (this is still the case for buckets that held sand/soil)
 * Autosaving while adding an upgrade or part to a bot would cause the bot to become unusable.

V135.15
23/03/2020

New
 * Mods: New system for all tooltip names from custom items
 * Mods: SetVariableForBuildingUpgrade (Allows upgrade To and From)

Updated
 * Error messages are now more readable

Fixed
 * Mods: Custom GoTo Objects now stack
 * Mods: Custom converter now errors if it can't find a recipe ingredient
 * Mods: ModTiles.GetObjectTypeOnTile now returns correct custom name IDs
 * Mods: Searching for Grass could crash.
 * Mods: Custom callbacks on Converters were missing due to override
 * Starting a script to mine Stone from Stone Deposits in Tutorial 'Better Scripting Part 5' would crash.
 * A blueprint could be placed on top of the Autonaut if cursor was hovered over the tile they were standing on.
 * Bees would sometimes not return to their Skep/Hive.
 * Sometimes Bot groups couldn't be dragged into other groups.

V135.14
22/03/2020

New
 * Mods: Register callback for on food consumed
 * Mods: Register callback for on hat worn
 * Mods: Register callback for on top worn
 * Mods: Register callback for on hat removed
 * Mods: Register callback for on top removed
 * Mods: Register callback for on converter completed
 * Mods: Register callback for on holdable picked up
 * Mods: Lua update now contains delta time param - function OnUpdate(DeltaTime)

Fixed
 * Mods: Converters ignored certain custom foods/holdables
 * Various Typos in errors/docs
 * Pause menu recreated world
 * GetGameState bug where it could return null
 * ModObject.StartMoveTo/UpdateMoveTo previously had issues

V135.13
20/03/2020

New
 * Mods: Create mode map now shows the map as the game will have it (from the AfterLoad_CreatedWorld function)
 * Mods: Storage now accepts custom Mod items
 * Mods: Can now specify carry size and inventory size of player via ModVariable
 * Mods: All moddable variables are now output to file alongside their defaults (Part of Export Types on Mod Menu)

Fixed
 * The instruction "hand" pointer was sometimes behind the instructions.
 * Trying to "Use Held Item" on water with an empty Bucket would cause the Bucket to be dropped rather than trigger an Exit Fail.
 * Bulrushes wouldn't automatically respawn if they were all removed from the world.
 * Picking up a Bot from a Bridge and moving away would leave the Bridge un-deletable.
 * Mods: 'Get Map width/height', 'Set tile' and 'Set player location at start' all use AfterLoad_CreatedWorld now for correct use.
 * Mods: Storage strings not using Mod names
 * Mods: Potential fix for no emissive shown on custom mats
 * Mods: Converters stopped recipes being added
 * Shift+R wouldn't reset the camera while teaching a bot or editing a search area.
 * Exit on Fail was incorrectly triggered on adding to Research Station when another bot was in the middle of adding to it.
 * Sometimes the Instruction "hand" wouldn't display when viewing the Brain of a working bot.

V135.12
18/03/20

New
 * Mods: Walled area search size now set via variable data
 * Mods: Tools now degrade with each use.

Fixed
 * Mods: After every unsubscribe, user is returned to main menu [AP1173]
 * Mods: Converters still show after being disabled [AP1222]
 * Mods: Tier variable wasn't updated for Mods when set
 * Mods: Custom Tools didn't degrade with each use
 * Mods: Custom models now stack on ground correctly
 * When two or more bots add/take from a Storage at the same time they would sometimes trigger an Exit On Fail.
 * Adding objects to Fertiliser Storage would sometimes trigger Exit On Fail when it shouldn't
 * Starting a script with Disengage while a bot was moving with a vehicle would result in the vehicle being permanently reserved.
 * It was possible to build walls taller than 5 levels high.

V135.11

 * Fixed : Mods: Callbacks now work if placed in any other lua file than the first.
 * Fixed : Mods: Feeding a colonist could cause an error expecting a pot.
 * Fixed : Mods: Human readable name now working for mod custom items.
 * Fixed : Bees will keep flowers reserved when a save is loaded.
 * Fixed : Turning Bushes into Hedges would add to the AutoWooly Badge.
 * Fixed : Bees would sometimes leave the world leading to a crash
 * Fixed : Liquid Storage wouldn't trigger a Exit on Fail when full.
 * Fixed : fixed wrong value for Mk3v2 rivets.
 * Fixed : Fertiliser Storage wouldn't trigger Exit On Fail when it was full and a bot tried to add more.
 * Fixed : While in Edit mode, completing a blueprint that was just placed down would crash.
 * Fixed : Sometimes moving storage of moving flooring near storage could destroy the contents.

V135.10
New
 * New : Mods: Custom Tool callback now returns ID and tile coordinates
 * New : Mods: Add any recipe to a converter

Fixed
 * Fixed : Mods: Custom icons shown as white or incorrectly
 * Fixed : Holding a moving blueprint in Edit Mode while it's completed by a bot would crash.
 * Fixed : Using Undo after a blueprint was completed could crash.
 * Fixed : When targeting a Sign for buildings like Skeps, a bot script would read "Find Nearest Sign" instead of "Find Nearest Skep"
 * Fixed : It was possible to drag-add completed walls on top of blueprints.

V135.9
New
 * New : Mods: Reload scripts functionality
 * New : Mods: ModUI framework
 * New : Mods: ModUI - UI Popup functionality

Fixed
 * Fixed : Mods: Storage manager now resets after disable mod/reload scripts
 * Fixed : Mods: Audio now resets after disable mod/reload scripts
 * Fixed : Mods: Mod Panel clearer for enabled/disabled mods
 * Fixed : Sometimes an Add To instruction wouldn't work.
 * Fixed : Sometimes selecting and moving instructions would crash.
 * Fixed : Walls/Floors would sometimes be transparent when they shouldn't be.

V135.8
New
 * New : Mods: Custom GoTo class (allows object pathfinding)
 * New : Mods: Custom Hat class
 * New : Mods: Custom Top class
 * New : Mods: GoTo MoveTo functionality
 * New : Mods: Spawn object now returns unique identifier
 * New : Mods: Mod Panel - Added button for ‘Open Folder’ on installed
 * New : Mods: Mod Panel - ‘Export types’ on button
 * New : Mods: Export Types now shows localised name
 * New : Mods: Bots: Spawn a bot (custom variants can be specified)
 * New : Mods: Bots: Get Group Names
 * New : Mods: Bots: Get All Bot IDs
 * New : Mods: Bots: Get All Bot IDs In Group
 * New : Mods: Bots: Make Bot Move To Location
 * New : Mods: Bots: Set Name of any Bot
 * New : Mods: Set Quest Complete
 * New : Mods: Set All Quests Complete

Updated
 * Updated : Bot Database ingredients updated to be easier to unlock.
 * Updated : Bot Database certificate requirements changed from 300 Bots to 150.
 * Updated : Planning Areas now fill in the area with the chosen colour.

Fixed
 * Fixed : Bots would sometimes incorrectly trigger an Exit Fail when trying to add/take from Storage.
 * Fixed : Autosaving while adding a hat to an animal could lead to a crash.
 * Fixed : Autosaving while throwing an object to a bot could lead to a crash.
 * Fixed : Camera couldn't be rotated while using "Follow Bot" option on Bot Brain.
 * Fixed : Bulrushes would sometimes not grow after loading a save.
 * Fixed : Crop height would be reset after loading a save.
 * Fixed : Placing the Colonist Seed Dispenser then exiting Edit Mode would leave the cursor as the Dispenser instead of a square.
 * Fixed : While holding CTRL+LMB to select multiple instructions the Repeat button could also be selected.
 * Fixed : T-Shirt, Steven's Shirt, Apron and Adventurer's Top were the wrong weight.
 * Fixed : Newly created Planning Areas would display their names/dimensions when Show Names/Dimensions toggles were turned off.
 * Fixed : Adding an invalid object type to an empty palette that previously had something in it would crash.
 * Fixed : Picking up and moving a bot that's holding a Sign would not update the Sign's area until the bot moved again by itself.
 * Fixed : Using a Good Blade on a Pumpkin Crop played the animation forever but had no effect.
 * Fixed : Putting a Bot that's part of a temporary team into a Stone Head/Storage would lead to a crash.
 * Fixed : A Good Blade wouldn't work properly on a Flower Pot.

New

 * New : Planning Mode added. Press P to enter the mode. Press CTRL+P to toggle viewing the areas.

Bots
 * New : Multiple bots can now be selected in Whistle mode by dragging an area with LMB.
 * New : Selecting multiple bots will now create a temporary group that allows you stop/start/to me etc.
 * New : Bot List now shows bots that aren't running any script.
 * New : The Bot Database can now store scripts to transfer between bots.
 * New : Bot Search will now also find Bot Groups.

New Objects
 * New : Broom added - use this to get rid of any small objects laying around. not quite finished but you get the idea.
 * New : Good Mortar Mixer added.
 * New : Good Blade added.
 * New : Fox Hat, Dinosaur Hat, Antlers Hat, Fox Top and Dinosaur Top added.
 * New : Mk3 Variant2 bot parts added.
 * New : Gnome4 added.
 * New : Apple Berry Pie and Pumpkin Mushroom Pie added.

Edit Mode Changes
 * New : When a converter is moved, all of the objects on its output tile will move with it.
 * New : CTRL+Z added for Edit->Undo.
 * New : Holding CTRL while area selecting will only select buildings and walls, not flooring.

Scripting
 * New : Clicking Repeat after selecting some instructions will wrap them with a new Repeat.
 * New : CTRL+C will copy the currently selected instructions.
 * New : CTRL+Z added for Undo.
 * New : CTRL+R will now add a Repeat instruction.
 * New : Multiple script instructions can now be selected when holding CTRL+LMB, rather than clicking each one.
 * New : Clicking outside of any instruction will deselect any selected instructions.
 * New : Shout instructions that begin with '#' will bring up a debug message box for the player.

Mods
 * New : Support for adding new recipes to existing converters.
 * New : Custom Tool Creation eg. Make a magic Axe.
 * New : Get Object Tile Coords (From UID).
 * New : Animation timer for Custom Tools
 * New : Get Player holding object as ID
 * New : Get Player holding object type
 * New : Get Player state
 * New : Exposed callbacks now return the name of the variable
 * New : Mods Options menu now using Tick/Cross images for enabled

Misc
 * New : Key bindings can now include CTRL/ALT/Shift modifiers.
 * New : The object level is now shown when selecting what to make on a converter.
 * New : Adding a new object type to an empty storage will automatically change the storage type without having to reset it first.
 * New : Search Area Edit layout updated.
 * New : "Look At Area" added to Search Area Edit.