'Age of Enlightenment'[ | ]
V137.14.11[ | ]
1/12/2020
New
- Mods: ModBase.ExposeVariable now officially supports text strings (previously undocumented and not fully functional)
- Mods: ModText class, used for getting language and setting text strings
- Mods: ModBuilding.AddHay(UID, HayAmount, SetToMax) function.
- Mods: ModBuilding.GetBuildingRequirements(UID) function.
- Mods: ModBuilding.RegisterForBuildingStateChangedCallback(UID, Callback) function.
- Mods: ModObject.AddObjectToResearchStation(StationUID, ObjUID) function.
- Mods: ModObject.AddObjectToStoneHead(StoneHeadUID,ObjectUID) function.
- Mods: ModObject.AddMaterialsToCache(FilePath) function.
- Mods: ModObject.SetNodeMaterial(UID,NodeName,NewMatName,OldMatName) function.
- Mods: ModStorage.TransferBetweenStorages(SourceStorageUID, DestinationStorageUID, Amount) function
- Mods: ModTimer class providing user friendly "SetTimer" type functionality
- Mods: Replaced the ".scope" folders idea with ".dev" to allow modders to split Lua scripts
"Dev Mode" auto-reload will (re)assemble dev scripts into a single lua file and keeps backups when changes detected To reduce clutter in published mods, Steam upload UI will display an error if a mod contains dev scripts
Updated
- All vehicles are now 50% faster.
Fixed
- Mods: Mod error and debug log filename validation added
- Mods: ModDebug.Log wasn't working from certain Callbacks (reported by Egan Wolf)
- Mods: Config.txt would be uploaded to Steam Workshop causing unexpected results, moved the config file to appdata (reported by KaitoKid)
- Mods: ModSaveData load functions now require a default parameter and wont return null, doco also updated with a basic JSON save/load example
- Mods: Mod callback errors handled the same as other Lua script errors, will no longer trigger the in-game stack trace error page.
- Mods: ModBase.ExposeKeybinding no longer trigger outside normal gameplay mode to avoid triggering in textboxes.
- Mods: Additional error log messages no longer lost waiting for the Lua error popup to appear.
- Mods: Custom objects' would sometimes cause a crash when selecting a bot/building.
- Mods: Bug where custom models would have weird colors after using the "L" key in-game.
- Keyboard input wouldn't work if the mouse was outside the game's window.
- Scripts in the Bot Database that referenced a Storage that was upgraded stopped working.
- Completing the objectives of the final Certificate would sometimes not award the Certificate.
- In Creative Mode, creating a Folk in the Hydrator would reveal the Evolution button, covering up the Creative button.
- New Buckets could sometimes appear already full (or 0/3 Water) in a bot's hands as they try to store it.
- The ground cursor would sometimes not appear if the player lost and then regained focus to the game.
- Holding LMB while dragging a building, then pressing ESC would allow another building to be placed on top.
V137.14.8[ | ]
01/09/2020
Fixed
- On the Brain, pressing Record/Play during a tutorial without any instructions would crash.
- The player will stand inside a Bush when using Shears on it (but it should be adjacent to it).
V137.14.7[ | ]
24/08/2020
New
- Bots can now be taught to remove Colonist clothing using CTRL+LMB.
- Storage now has an option to Lock them to prevent bots from changing the contents type (locked by default for new Storage).
- Bots wouldn't trigger fail when taking from storage with hands already full.
Updated
- Bots will now feed the hungriest Colonist instead of just the ones with no food.
- Maximum fuel capacity of Good Oven increased from 150 to 240.
- Bots will no longer replace Colonist clothing with same or lower tier clothing.
- Bots can no longer add objects to the wrong, empty storage.
- Bots can no longer pick up part-consumed Hay Bales.
- Recordings are now disabled by default when starting a new game.
Fixed
- Using RMB on any object that the player couldn't do anything with would reserve it.
- Doing Find->Use to flail a Bush would result in the Bot teleporting to a previous location.
- If a bot was setting the output of a converter when save happened it would load with the script stuck.
- A Bot could add a Carriage to a Train, even if the Train was already at max length.
- Bots would sometimes trigger an Exit on Fail looking for an item that definitely existed in the search area.
- Repeat Until Hands Empty(Exit Fail)->Add To Blueprint->Retrieve would sometimes not fail when a blueprint was completed.
- 2 Bots adding the same ingredient type to blueprints would sometimes cause each other to trigger Exit On Fail.
- Bots could get stuck adding to a Blueprint.
- Adding a Bucket to a converter while the game was saved would cause the Bucket to be dropped inside the converter.
- Bots would sometimes get stuck trying to repair a house.
- Multi-stage blueprints became solid after the first stage was completed, making it difficult for bots to reach other blueprints.
- some more fixes for Recording playback crashes.
- Loading a save file with a bot standing in the same tile as a max height pile of other objects would crash.
- Clicking Brain->Go would sometimes crash.
- Crude Data Storage couldn't be removed with a Broom.
- Upgrading Liquid or Particulate storage would leave the sign black, even when it contained something.
- Programming a bot could sometimes crash.
- Possible crash fix when bot calls CanAddCarry.
- possible carry fix
- Possible fix for Flail crash.
- PCs using the Umm Al Qura calendar couldn't save :/
- Possible fix for crash when searching for a bot in the Bot Database.
- While in Move mode, pressing Rotate had no effect until the target building was dragged first.
- While in Move mode, rotating a building from facing right to facing down, without moving it, would reset the rotation.
- Exit On Fail was triggered when multiple bots tried to take from the same Storage.
- Part-consumed Hay Bales can now be added to the Fertiliser Storage and Stone Head by the player.* Experimental - Bots couldn't add Carriages to Trains when using a Crane.
- Bots would "teleport" forward if the "To Me" button was rapidly clicked.
- Doing the Lumber tutorial would crash when the player was asked to store a log.
- Bots couldn't find Carriages when using a Crane.
- Mods: Calling Mod_SoundEffectVolume twice could crash.
- Mods: The durability of mod objects wasn't being saved.
- Mods: Calling ModTiles.GetObjectTypeOnTile/GetObjectUIDsOnTile could return the same building twice.
- Mods: Calling ModSound.ChangeVolume("AmbienceDayTime", 0) had no effect on those pesky birds.
- Mods: A crash would sometimes occur when mouse clicking was registered with a mod and the player clicked something unexpected.
- Mods: A model that contained the same name as another ("Clay Dish" and "Raw Clay Dish") wouldn't be created unique.
- Mods: Calling ModObjects.GetObjectProperties could sometimes crash.
V137.14.6[ | ]
21/08/2020
New
- Turkish language added
V137.14.5[ | ]
07/07/2020
New
- Mods: ModBuilding.GetFuelMaxCapacity added.
- Mods: ConverterCreateItem callback added.
- Mods: ModBulding.SetRotation/GetRotation added.
Fixed
- Mods: Calling ModObject.AddObjectToColonistHouse without a Colonist in it the house would crash.
- Mods: Calling ModObject.AddObjectToColonistHouse with a Painting wouldn't position it correctly on a Castle.
- Mods: Calling ModObject.GetObjectProperties or ModConverter.GetConverterProperies would crash when used on a Blueprint.
- Mods: Calling AddIngredientToSpecifiedConverter on a Converter when it didn't have power would still work.
- Mods: Adding the last ingredient to a Converter using AddIngredientToSpecifiedConverter wouldn't use any energy.
- Mods: Calling AddToStorage on Big Storage would multiply its capacity by 20.
- Mods: Adding a Bucket of water to liquid Storage would store the Bucket rather than the water.
- Mods: SetStorageQuantityStored would crash if the target value exceeded the storage capacity.
- Mods: ConverterComplete callback was being called every time an item was created, instead of when the entire creation process was completed. This also no longer returns the UID of the item created. See ConverterCreateItem instead.
- Mods: Objects added to a Converter via a mod (like Boxy Belts) could be picked up by player/bots.
- Wheels on Carts/Wheelbarrows would rotate even when the bot using it was out of charge.
- A bot's key would keep turning when it's out of charge.
- Upgrading a converter would sometimes change the output object type.
- Fishing Certificate wasn't completed when a Good Fishing Rod was made.
- While holding a Log and a Small Backpack installed, using "Cycle Down/Up" would make the Backpack disappear.
- A crash would happen if a Bucket was made to contain a non-liquid.
- Pressing ESC while starting a new world could crash.
- Moving Belts in Edit mode would sometimes crash.
- White blur lines would sometimes appear, stretched across the screen.
V137.14.4[ | ]
11/06/2020
New
- Mods: Storage can now be assigned the item type (ModStorage.AssignStorageItemType)
- Mods: Buildings can now have their name set (ModBuilding.SetBuildingName)
- Mods: Ability to show/hide the access point for buildings (ModBuilding.ShowBuildingAccessPoint)
- Mods: Return the object current durability (usage count)(ModObject.GetObjectDurability)
- Mods: Ability to set a variable as int from a string (ModVariable.SetVariableForObjectAsIntFromString)
- Mods: Bots - Is the Bot currently learning (ModBot.GetIsLearning)
- Mods: Bots - Is the Bot currently running a script (ModBot.GetIsRunningScript)
- Mods: Storage - Ability to register for callback when object added to storage (ModStorage.RegisterForStorageAddedCallback)
- Mods: Storage - Ability to register for callback when object taken from storage (ModStorage.RegisterForStorageTakenCallback)
Updated
- The map now shows buildings and flooring.
- Leeches and Bait now despawn when there's too many in the world.
- Brain instruction palette defaults to visible at start.
Fixed
- Mods: ModStorage.AddToStorage bailed if storage item type not set
- Mods: ModStorage.AddToStorage wouldn't always remove the object once added
- Mods: Repair housing was allowed on fully repaired housing
- Mods: Clothing would attach to the incorrect section of a colonist when using AddObjectToColonistHouse()
- Mods: Custom Converter callback on complete now returns the object created UID
- Mods: Defining upgrades from a Fueler to a custom converter would error
- Mods: ModTiles.GetObjectTypeOnTile now accepts buildings
- Mods: GetGameVersion() could crash in non-English languages.
- In Planning Mode, moving an area and pressing delete at the same time would crash.
- Holding CTRL in Edit->Move and clicking in the world would allow Blueprints to be added to Creative Mode.
- Deleting the Transcendence Building after completing the game would remove all the Tier 8 folk from the Evolution Chart.
- Bots nudging each other when coming out of the Bot Assembler would sometimes not move properly.
- Bots couldn't change the output of the Bot Assembler.
- Some Recording playback crashes.
- Having a Space Port in a Recording could crash.
- Loading a save file containing converters created in a mod, while that mod was disabled, could crash.
- Adding ingredients in a Bucket to a Converter/Blueprint at the edge of the map could crash.
- Silkworks didn't despawn when there were too many.
- Vehicles could be offered as an Offworld Job when the player hadn't unlocked Cranes.
- Bots could plant weeds where there were stumps.
- Flooring could be placed under Waterwheels.
V137.14.3[ | ]
01/06/2020
New
- Mods: Get holdable objects UIDs on a tile specified (ModTiles.GetHoldableObjectUIDsOnTile)
- Mods: Ability to repair colonist houses (ModObject.RepairColonistHouseWithObject)
- Mods: Can now add an object to a colonist house (Accepts Food, Art, Education, Clothing, Medicine) (ModObject.AddObjectToColonistHouse)
Fixed
- Mods: AddToStorage/TakeFromStorage now work for Bots/Bot Storage
- Mods: ModTiles.GetObjectUIDsOnTile now supports buildings not on origin tiles being returned
- Mods: ModQuest.IsObjectTypeUnlocked would always return true
- Mods: ModStorage.GetStorageProperties now has extra safety checks and erroring
- Mods: ModStorage.GetStorageProperties would crash/exception if bad data passed in
- Mods: ModPlayer.GetLocation could fail if called before player spawned
- Mods: ModBuilding AddFuel, AddWater and AddEnergy now all return false if trying to over add once full
- A crash would sometimes occur when chickens go in and out of a henhouse rapidly.
- Chooks didn't jump in the correct direction when going into a Henhouse.
- Assigning a bot to pickup from a bench, then change the Find to an area and it would still show that it's connected to the bench when using L.
V137.14.2[ | ]
29/05/2020
New
- Mods: Play a custom sound in a 3D location with volume and pitch setting (ModSound.PlayCustom3DSound)
- Mods: Ability to add energy to a power building (e.g., StationaryEngine etc.) (ModBuilding.AddEnergy)
- Mods: Ability to add water to a building that requires it (ModBuilding.AddWater)
- Mods: Ability to add fuel to a building that requires it (ModBuilding.AddFuel)
- Mods: Ability to drop all upgrades from player (ModPlayer.DropAllUpgrades)
- Mods: Ability to drop all held objects from player (ModPlayer.DropAllHeldObjects)
- Mods: Specifying Bot UID, ability to drop all held objects from any Bot (ModBot.DropAllHeldObjects)
- Mods: Specifying Bot UID, ability to drop all upgrades from any Bot (ModBot.DropAllUpgrades)
- Mods: Find a random location near a specified tile (ModTiles.GetRandomEmptyTileCoordinatesNear)
- Mods: Get clothing UID from a specified UID object and clothing type (ModObject.GetClothingUIDOnObject)
- Mods: Set visibility of any object in game (ModObject.SetObjectVisibility)
- Mods: Set any object as active (Disables all functionality and sets invisible) (ModObject.SetObjectActive)
Updated
- Un-selected Offworld missions can now be hovered over to get information about the mission.
- Castle Walls now join up properly at junctions and corners.
- Adding Paint to an Easel will now return the Metal Bucket.
Fixed
- Mods: GetStorageProperties() would cause error if used on unassigned storage
- Mods: Custom sounds would not adhere to settings volume override
- Mods: Clay container (dish) issue where it could return anything (like turf!) after eating.
- Mods: Clay container (dish) not returned in some mods - added an error message to notify.
- Mods: Buildings would not return a UID when used in mouse callback
- Hovering over an un-selected Daily mission would crash.
- It was possible to build taller storage than normal by moving a max stack while it was being built.
- In the Autopedia, selecting Chook->Recipe Chook->Recipe Barn->Back->Back would crash.
- Brick Arch Door, Brick Arch and Hedge Arch didn't act as walls when creating walled areas.
- Cereal seed (and others) didn't appear in Wheelbarrows.
- Recording playback could crash updating Seed Pod/Rehydrator.
- A Bot Storage could become permanently broken if a mod fed it with Bots.
V137.14.1[ | ]
26/05/2020
Fixed
- It was possible to unlock any locked object too early.
- Backpacks couldn't be dragged between hot bar slots.
- Text was sometimes scaled too big to fit in a Sign.
- Old save files could sometimes not unlock all Certificates properly.
- Attempting to catch a Silk Moth could crash.
- Duplicating a rail track blueprint with one already in reserve could crash.
- Bots couldn't detect when the Easel was Full/Not Full.
V137.14[ | ]
21/05/2020
New[ | ]
Space Port
- Space Port added.
- Off-world missions added.
- Tokens and Artefacts added. Lots and lots of artefacts.
- Dog added.
- Instruments added.
Silk Production
- Silkworm Station, Silkworms and Silk Moths added.
- Raw Silk, Silk Thread and Silk Cloth added.
- Mulberry Seed, Mulberry Seedling and Mulberry Tree added.
New Buildings
- Pyramid added.
- Castle added.
- Spinning Mule added.
- Ancient Stone Circle wonder added.
New items
- Level 7 Art requirement added to Colonists.
- Easel, Canvas, Art and Paints added.
- Pills added.
- Toy Train and Toy Spaceship added.
- Tier 7 food added.
- Encyclopedia added.
- Tuxedo, Ballgown and Three-Piece Suit added.
- Sign 3 added.
Misc
- 4 new fish types added.
- Mk3 Variant 4 bot added.
- Gnome 6 added.