'Aquanauts'[]
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()