Version History/V136

V136.26.1
11/05/2020

Fixed
 * Mods: Models were rendering strangely because of a transparency issue.

V136.26
10/05/2020

New
 * Mods: SetStorageType now altered to accept any type of storage (ModStorage.SetStorageType)
 * Mods: AddFuelToSpecifiedConverter now checks for fuel limit (returns false if not enough capacity)
 * Mods: Get the max capacity of a fueler converter (ModConverter.GetFuelMaxCapacity)
 * Mods: Ability to now specify two outputs for a converter recipe (ModVariable.SetIngredientsForRecipeSpecificDoubleResults)
 * Mods: TakeFromStorage now returns a table of UIDs spawned (ModStorage.TakeFromStorage)
 * Mods: Durability of an item can now be set (ModObject.SetObjectDurability)
 * Mods: Ability to check if ANY PART of building is on tile (ModBuilding.GetBuildingCoveringTile)
 * Mods: Obtain all selectable objects in a tile range (ModTiles.GetSelectableObjectTypesInArea)
 * Mods: AddToStorage now returns a bool for success (ModStorage.AddToStorage)
 * Mods: Ability to spawn a liquid in a fillable object (ModBase.SpawnLiquid)
 * Mods: Return amount of fuel in a fueler converter (ModConverter.GetFuelQuantity)

Updated
 * Maximum number of Bot Groups increased to 300.

Fixed
 * Mods: ModPlayer.GetHeldObjectType didn't return custom mod string
 * Mods: Doc issue with GetVariableForObjectAsString
 * Mods: Blueprints for custom buildings didn't go see-through
 * Mods: GetAllStorageUIDsHoldingObject would ignore StoragePaletteMedium
 * Mods: Converter custom models now hold scale during blueprint stage and completion
 * Mods: Wrong object could be deleted if on floor or building by using DestroyObject
 * Mods: Various storage functions didn't update icon on storage
 * Mobile Storage could sometimes be locked by multiple unloading bots.
 * A bot could find and move to a mobile storage that didn't contain what it already had in its hands.
 * A bot wouldn't trigger a fail if it tried to find/move/take from a mobile storage and its hands were already full.
 * Text wouldn't fit correctly into a sign.
 * Newly duplicated buildings couldn't be rotated.
 * Hovering over bot list status/tool icon wouldn't show correct popup.
 * Leeches could sometimes be netted from Fresh/Salt Water.

V136.25
07/05/2020

Updated
 * Carrot Crop now has a chance of yielding 1-2 seeds.
 * Player can now dig up Grass while it is growing.

Fixed
 * When the first stage of a Water Wheel was completed, bots would not be able to build the second stage.
 * Hovering over an object while a blueprint was completed would make the object's rollover disappear.
 * Audio settings sliders could show "0" and sound could still be heard.
 * Flooring couldn't be drag-created under buildings in Creative Mode.
 * Selecting a research in the Autopedia, going to Certificates and back again would keep the research selected.

V136.24
02/05/2020

New
 * Mods: Save data - save a value for a mod (per level) (ModSaveData.SaveValue)
 * Mods: Load data - load a value for a mod (per level) (ModSaveData.LoadValue)
 * Mods: Save value in group - save values in a group for a mod (per level) (ModSaveData.SaveValueInGroup)
 * Mods: Load value from a group - load a value from a group for a mod (per level) (ModSaveData.LoadValueInGroup)
 * Mods: ModBase.SpawnItem now spawns liquids in a bucket by passing liquid type (ModBase.SpawnItem)
 * Mods: Add Fuel to a fueler converter (ModConverter.AddFuelToSpecifiedConverter)
 * Mods: Buildings can now be set to walk through (ModBuilding.SetBuildingWalkable)
 * Mods: Set new max capacity of storage (ModStorage.SetStorageMaxCapacity)
 * Mods: Set current storage value of item (ModStorage.SetStorageValue)
 * Mods: Change storage type of item (Generic/Palette) (ModStorage.SetStorageType)
 * Mods: Storage properties now returns object it stores (ModStorage.GetStorageProperties)
 * Mods: Ability to take from storage and place objects (ModStorage.TakeFromStorage)
 * Mods: Ability to add an object from world into storage (ModStorage.AddToStorage)
 * Mods: Strings can now be exposed/altered in mod options (ModBase.ExposeVariable)
 * Mods: Dropdown boxes can now be exposed in mod options (ModBase.ExposeVariableList)

Fixed
 * Mods: GetAllStorageUIDsHoldingObject would ignore certain objects and return generic storage
 * Mods: Image loading for texture on custom models now using Point filtering
 * Mods: Custom mods using game models would be ignored if added to storage
 * Quitting the tutorial on the last step of the first stage would still keep the tutorial active.
 * A bot would keep a vehicle reserved if it failed to add something to it because it was too far away.
 * Clicking on a busy bot in Whistle Mode would area select all bots up to the top left corner of the map.
 * Edit Mode Can't Undo message wasn't translated.

V136.23
26/04/2020

New
 * Mods: Get Category from object UID (ModObject.GetObjectCategory)
 * Mods: Get Subcategory from object UID (ModObject.GetObjectSubcategory)
 * Mods: Get the Name of specified Bot (ModBot.GetName)
 * Mods: Get Game Version now returns without 'Version' text
 * Mods: Get Game Version Major returns major version e.g. 136 (from 136.22.1)(ModBase.GetGameVersionMajor)
 * Mods: Get Game Version Minor returns minor version e.g. 22 (from 136.22.1)(ModBase.GetGameVersionMinor)
 * Mods: Get Game Version Patch returns patch version e.g. 1 (from 136.22.1)(ModBase.GetGameVersionPatch)
 * Mods: Ability to find if game version is higher than/equal to desired version (ModBase.IsGameVersionGreaterThanEqualTo)
 * Mods: Example in game model blender files available for download (See Mod Doc for info)
 * Mods: Upload manager now checks file size and errors if >1MB before uploading to Steam.
 * Mods: GetObjectProperties now returns name of object (Param 5)

Fixed
 * Mods: ModConverter.AddIngredientToSpecifiedConverter wouldn't trigger conversion when the last ingredient was added.

V136.22
24/04/2020

Updated
 * The Windmill can no longer be indicated by hovering over its blades.

Fixed
 * Mods: Custom Education, Medicine & Toys didn't have default variables set for max usage (and a few others)
 * Mods: Toys were not recognised by Colonists as Toys
 * Mahi-Mahi and Perch had the wrong water type in the Autonautopedia recipe.
 * when a bot holding a Wheelbarrow walks through a blueprint as it was completed the wheelbarrow would become stuck.
 * Taking a bot from storage as the game was saved would corrupt the save file.

V136.21
17/04/2020

New
 * Mods: Object rotation can now be set (ModObject.SetObjectRotation(ObjId, X, Y, Z))
 * Mods: Add an actual ingredient to a converter building providing UID of building (ModConverter.AddIngredientToSpecifiedConverter)
 * Mods: Get all buildings UIDs within an area (ModBuilding.GetAllBuildingsUIDsOfType)
 * Mods: Move an object instantly (ModObject.MoveToInstantly(ObjId,X,Y))
 * Mods: Exposed BaseDelay for Minecart and Train
 * Mods: Custom Toys can now be made
 * Mods: Custom Medicine can now be made
 * Mods: Custom Education can now be made
 * Mods: Exposed various Train variables: "MaxWater", "MaxFuel", "WaterUsePerSecond", "FuelUsePerSecond", "RefuellingTime"
 * Mods: StartMoveTo/UpdateMoveTo now have better information when error occurs
 * Mods: Get if it's currently raining in game (ModBase.IsRaining)
 * Mods: ExposeKeyBinding blocks invalid keys
 * Mods: GetFirstSelectableObjectUIDOnTile - new param 'AllowBuildings' can be set
 * Mods: Ability to remove a recipe from converter (ModVariable.RemoveRecipeFromConverter)
 * Mods: Spawn Bot now returns UID of spawned Bot
 * Mods: Get buildings UIDs that require a specific ingredient (ModBuilding.GetBuildingsUIDsRequiringIngredientInArea)
 * Mods: Exposed EnergyCapacity of GiantWaterWheel, Windmill and StationaryEngine
 * Mods: Exposed WaterCapacity of StationaryEngine

Fixed
 * Mods: Destroying a bot would not work with ModObject.DestroyObject
 * Mods: Cannot add Crude Bucket to converter when it's a part of a recipe
 * Mods: Spawning of Mk0 components (head, drive, frame) caused error

V136.20
15/04/2020

Fixed
 * Cancelling fishing would still consume bait.
 * When loading a save, sometimes bots using "Set Output" instruction wouldn't have a valid set type.
 * Using a Fishing Stick more than 7 tiles away would not do fishing.
 * Using a Fishing Stick wouldn't go to the nearest water.
 * Level 1 Research would take twice as long on a Level 2 Research Station.
 * Stationary Steam Engines were selectable when choosing a building to rename (and they shouldn't be).
 * Exit On Fail wasn't being triggered when a Bot was too far from it's target building.

V136.19
13/04/2020

Fixed
 * Buckets couldn't be used as ingredients on converters.
 * Exit On Fail wouldn't trigger when trying to Add To with empty hands.
 * When applying new clothing to a bot the old clothing would be left on the ground highlighted.
 * The instructions "Find Tree Seed->Move To X,Y" would move to the Tree Seed instead of the X,Y location.
 * When using RMB on a Log with empty hands the instruction generated would say "Move To Log" instead of "Move To X,Y".
 * Bots couldn't mine boulders.

V136.18
10/04/2020

Updated
 * Upgraded buildings now appear next to their non-upgrades in the Edit Mode palette and Autonautopedia.
 * Fertiliser is no longer wasted when added to Seedling Storage that is almost full.
 * RMB can be used to add clothing to Colonists as well as CTRL+RMB.

Fixed
 * When a Bot uses "Set Output" and the target converter is then upgraded, the "Set Output" type could change.
 * Removing the "Move To" from "Find Water->Move->Use" while fishing with a Fishing Stick would allow the bot to stand on any tile and still produce a fish. This fix also affects a number of other actions where the bot needed to stand on the target tile.
 * the player could reserve objects forever until they did another action.
 * The instructions "Find Tree Seed->Move To Storage" would move to the Tree Seed instead of the Storage.

V136.17.2
19/04/2020

New
 * Mods: Object rotation can now be set (ModObject.SetObjectRotation(ObjId, X, Y, Z))
 * Mods: Add an actual ingredient to a converter building providing UID of building (ModConverter.AddIngredientToSpecifiedConverter)
 * Mods: Get all buildings UIDs within an area (ModBuilding.GetAllBuildingsUIDsOfType)
 * Mods: Move an object instantly (ModObject.MoveToInstantly(ObjId,X,Y))
 * Mods: Exposed BaseDelay for Minecart and Train
 * Mods: Custom Toys can now be made
 * Mods: Custom Medicine can now be made
 * Mods: Custom Education can now be made
 * Mods: Exposed various Train variables: "MaxWater", "MaxFuel", "WaterUsePerSecond", "FuelUsePerSecond", "RefuellingTime"
 * Mods: StartMoveTo/UpdateMoveTo now have better information when error occurs
 * Mods: Get if it's currently raining in game (ModBase.IsRaining)
 * Mods: ExposeKeyBinding blocks invalid keys
 * Mods: GetFirstSelectableObjectUIDOnTile - new param 'AllowBuildings' can be set
 * Mods: Ability to remove a recipe from converter (ModVariable.RemoveRecipeFromConverter)
 * Mods: Spawn Bot now returns UID of spawned Bot
 * Mods: Get buildings UIDs that require a specific ingredient (ModBuilding.GetBuildingsUIDsRequiringIngredientInArea)
 * Mods: Exposed EnergyCapacity of GiantWaterWheel, Windmill and StationaryEngine
 * Mods: Exposed WaterCapacity of StationaryEngine

Updated
 * The Windmill can no longer be indicated by hovering over its blades.

Fixed
 * Mods: Destroying a bot would not work with ModObject.DestroyObject
 * Mods: Cannot add Crude Bucket to converter when it's a part of a recipe
 * Mods: Spawning of Mk0 components (head, drive, frame) caused error
 * Cancelling fishing would still consume bait.
 * Level 1 Research would take twice as long on a Level 2 Research Station.
 * Stationary Steam Engines were selectable when choosing a building to rename (and they shouldn't be).
 * When applying new clothing to a bot the old clothing would be left on the ground highlighted.
 * Taking a bot from storage as the game was saved would corrupt the save file.

V136.17
09/04/2020

Fixed
 * Continuing a Free save wouldn't show the Bot List tab.
 * A Stationary Steam Engine could be used before it's flooring/wall requirements were complete.
 * Selecting Fish from the Sashimi recipe would go to an invalid object category and display ... strange things.
 * When editing a search area the Find Type drop down wouldn't start with the correct setting.
 * Rare crash with Stationary Engine refreshing.
 * Spamming LMB on water with a rod/fish stick would use up bait quickly.
 * Starting a Creative/Free save with Tutorial disabled would crash.

V136.16
07/04/2020

New New Stuff to play with
 * More fish types added.
 * Crude Net added.
 * Good Fishing Rod added.
 * Fishing sometimes yields junk.
 * Bait fish added.
 * The Fishing Stick and Rod can have Bait added to them to improve fishing chances.
 * Aquarium added.
 * Mk3 Variant 3 bot added.
 * Bunny Top and Hat added.
 * Duck Top and Hat added.
 * Gnome 5 added.

Edit Mode
New
 * Select Building added to Edit Mode.
 * View all bots that use a building via Select Building.
 * Make a temp team from all bots that use a building via Select Building.
 * Rename a building via Select Building.
 * Holding CTRL while adding new buildings will put down a blueprint instead of a completed version.
 * Completed, upgraded buildings can now be chosen separately from their non-upgraded version in the Edit Mode palette.

Planning Mode
New
 * Clicking outside of a selected Planning Area will unselect it.
 * Dimensions are now shown on a new Planning area while it's being created.
 * The dimensions of Search/Planning areas can now be typed in.
 * Show Dimensions toggle added to Edit Search Area.
 * Show Areas toggle added to Planning Mode.

Scripting
New
 * Instruction Palette added to Bot Brain.
 * "If", "If/Else" and "Exit Repeat" instructions added. Yay!
 * More Repeat/If conditions added.
 * Right clicking on a single Repeat/If/Else instruction will now only delete that instruction and not the children.
 * You can now make scripts larger than what a bot can use.

Updated
 * Condition drop down increased in height to cope with new conditions.
 * Shout/Hear instruction space increased for longer text.

Misc
New
 * Continue button added to main menu
 * New Group button added to the Temporary Group panel.
 * The Temporary Team panel now shows the number of bots involved.
 * Adding an upgrade to a bot will automatically remove the old one.
 * Bots can now program Bots using Crude Data Storages.
 * Disable error messages toggle added to error screen.
 * Bots standing on the same tile can now be selected from a list when whistling.
 * New Colonise saves with the Tutorial option disabled will now have all Certificates unlocked at the beginning.
 * unique flower seed models added.
 * Paused bots' status are now shown in the Bot list and this and Idle are now shown in the group status.
 * Indicating a resource type on the map screen will flash the resources.

Modding
New
 * Minecart and Train now expose MaxCarriages to ModVariable
 * Ability to get the parts a bot is made from (ModBot.GetParts(UID))
 * ModUI now features Popup with confirm cancel and callbacks to match
 * ModStorage - Get all UIDs of storage of type
 * ModStorage - Get all storage UIDs that are holding a certain type
 * ModStorage - Get Storage properties (Type, stored, capacity)
 * ModBuilding - Get is building actually flooring
 * ModTiles - Is subcategory on tile

Fixed
 * Mods: Recursion message now features name of object identifier
 * Mods: GetObjectsOfTypeInAreaUIDs could return zero if object under building
 * Mods: Spawning a bot at near map end coords in AfterLoad_CreatedWorld