42.4.0
《僵尸毁灭工程》42.4.0 更新内容解读
一、新增功能与内容
动物与生态系统扩展
新增浣熊:目前围栏攀爬行为(fence-climbing)存在路径判定或动画异常的AI问题,后续可能修复。
动物饮水行为:动物会优先寻找河流或湖泊饮水,并在区域界面显示水源信息,鹿、浣熊等会优先去河流或湖泊喝水,玩家可以在区域界面看到水源信息,方便狩猎时蹲守。
尸体腐烂系统:动物尸体新增腐烂阶段(新鲜→腐烂→血淋淋的骨架→骨架→消失),腐肉随时间降低营养价值,甚至可能变质。
狩猎与追踪系统
动物会留下足迹、粪便、折断的树枝等痕迹,玩家可追踪这些线索找到猎物。
鹿群有固定迁徙路线,每天中午和凌晨会休息、进食,玩家需根据时间制定狩猎计划。
动物养殖与资源利用
可圈养牛、羊等家畜,需喂食、避雨,还能剃羊毛、挤牛奶。屠宰后可加工皮革(剥皮→鞣制→制作工具)。
制作与建造系统
新工具与配方:
燧石锯(Flint Saw):用石头和树枝制作,可作为简易锯使用,能代替普通锯子砍树、加工木材,支持部分粗加工配方。
树枝扫帚(Twig Broom):功能与普通扫帚一致,可用于清洁和制作矛。
骨制/木制编织针、金属高脚杯、金银餐具等新物品。
金属加工扩展:新增铜、金、银的冶炼与加工配方,玩家可通过熔炼珠宝获取贵金属资源。
石匠系统:新增“石匠”特质,解锁高级石工配方(如石槌、大型斧头),并调整相关技能经验值。
控制器支持优化
全功能适配:制作、建造、流体管理、动物区域划分等界面均支持控制器操作。
快捷操作:
长按手柄右肩键(right shoulder button) + 方向键(D-pad) 切换窗口面板,为滑动条面板(ISSliderPanel)添加手柄右摇杆操控支持。
动物交互径向菜单(animal radial menu)新增手柄方向键唤出逻辑,按手柄方向上键(D-pad up)直接触发径向菜单,包含抚摸(pet)、拾取(pick up)等高频动物交互选项。
方向键右键(D-pad right)绑定区域管理径向菜单(radial menu)。
动物活动区域划定系统(Animal designated zones)支持手柄方向键框选。
界面与交互改进
鸡舍(Chicken coop)管理界面升级为标签页窗口(tabbed window),分离产蛋巢(egg-laying nests)与栖息处(roosts)功能模块至独立标签页
扩展放置界面(Extended Placement UI):右键点击地面物品可精确调整位置。
可缩放侧边栏图标:优化不同分辨率下的显示效果。
阅读标记:书籍和传单增加“已读”勾选标识。
二、系统优化与平衡性调整
战斗与武器平衡
武器属性调整:
焊接武器(如自制刀)耐久和伤害大幅削弱,强调“粗制”特性。
短棍类武器(Short Bat)基础伤害微调,避免过度强势。
石制武器(如石斧、石槌)技能需求提升,限制早期强势。
新机制:武器维修次数影响拆解后的部件状态,防止“材料加工”漏洞。
资源管理与生存机制
燃料优化:木柴燃烧时间延长,砍伐原木可产出木柴与碎片。
液体交互:雨水自动填充远离玩家的储水容器,稀释机制扩展至所有流体类型,不用手动接水。
食物与营养:角色需要均衡摄入碳水化合物、蛋白质和脂肪,游戏内新增营养追踪功能。酒精饮料营养价值调整(降低),喝酒解压需谨慎,鱼类处理提供屠宰经验而非烹饪经验。
技能与经验调整
技能增益:
新增特质“发明家(Inventive)”降低配方学习等级需求,“工匠(Artisan)”提升陶艺与玻璃制造技能。
高技能等级可减少配方执行时间(每高于需求1级减少5%时间)。
经验平衡:建筑拆除经验收益削弱,建造经验大幅提升,避免“拆家刷经验”策略。
农作物分季节种植:比如冬天只能种耐寒作物,反季节种会枯萎。
虫害防治:蛞蝓、蜗牛会破坏庄稼,可用啤酒陷阱或种迷迭香驱虫。
三、修复与技术改进
关键修复
建筑生成逻辑:调整“被洗劫建筑”的生成规则,减少小房间内不合理事件(警察局小房间不会再刷出大量武装僵尸)。
尸体生成:优化尸体生成代码,避免与地形冲突(尸体不会卡在地形里),并增加建筑外围尸体分布,更符合场景设定。
流体交互修复:修复桶装液体操作时的动作冲突,禁止从熔炉中直接取桶。
性能与稳定性
代码优化:合并冗余的拆卸配方逻辑,减少Lua脚本错误。
音效调整:新增动物叫声、发电机噪音等环境音效,旧发电机音量与传播范围略微降低,暂停时也能播放背景音乐。
四、其他亮点
沙盒模式调整:
被洗劫建筑数量上限减半,生成时间延长至90天。
动物尸体腐烂时间与沙盒设置联动,默认50小时进入腐烂阶段。
新增故事元素:被洗劫建筑可能生成稀有僵尸(如强盗、生存主义者),其装备提供高级战利品。
原文:
42.4.0 UNSTABLE Released
How do I subscribe to the Unstable beta branch?
NEW
- Added an Extended Placement UI.为布局系统添加了扩展位置选择界面
- RMC on a 3D item on the ground to move it precisely.通过右键点击(RMC)地面上的3D物体触发精准移动控制
- Added raccoons, though currently there are issues with their fence-climbing.添加浣熊(raccoons)作为可互动生物,浣熊的围栏攀爬行为(fence-climbing)仍存在路径判定或动画异常
- Added 5 new flyers添加5个新的传单
- Build Window and HandCraft Window are now usable with a controller. To navigate between the different panes in these windows, press and hold the right shoulder button and use the D-pad.支持控制器操作,长按手柄右肩键(right shoulder button) + 方向键(D-pad) 切换窗口面板
- Added controller support to crafting stations that use ISCraftBenchPanel.为基于 ISCraftBenchPanel 的合成工作台添加手柄控制器支持
- Added controller support to ISFluidInfoUI.lua and ISFluidTransferUI.lua.为流体信息界面(ISFluidInfoUI.lua)与流体传输界面(ISFluidTransferUI.lua)添加手柄控制器支持,通过手柄按钮映射替代原有键鼠独占的流体数据查看与转移操作逻辑
- Added using the right joystick to quickly change the value of ISSliderPanel.为滑动条面板(ISSliderPanel)添加手柄右摇杆操控支持
- Chicken coop. This is now a tabbed window separating the egg-laying nests from the roosts.鸡舍(Chicken coop)管理界面升级为标签页窗口(tabbed window),分离产蛋巢(egg-laying nests)与栖息处(roosts)功能模块至独立标签页
- D-pad up radial menu displays the animal radial menu (with pet, pick up etc).动物交互径向菜单(animal radial menu)新增手柄方向键唤出逻辑,按手柄方向上键(D-pad up)直接触发径向菜单,包含抚摸(pet)、拾取(pick up)等高频动物交互选项 - D-pad right radial menu displays the "Designated Zones" option.方向键右键(D-pad right)绑定区域管理径向菜单(radial menu) - Animal designated zones can be created by selecting start and end squares with the D-pad.动物活动区域划定系统(Animal designated zones)支持手柄方向键框选
- Animal-info windows allowing renaming etc.动物信息窗口(Animal-info windows)新增重命名(renaming)等编辑功能
- Butcher hook ui.屠宰钩交互界面(Butcher hook UI)实现可视化屠宰流程管理
- Livestock trailer ui.牲畜运输车管理界面(Livestock trailer UI)实现拖车容量与生物状态可视化监控 - Added controller support to the Flyer/Newspaper windows.为传单/报纸界面(Flyer/Newspaper windows)添加手柄控制器支持
The X button toggles the text view.X键切换文本视图(text view)显示模式
The Y button reveals the location on the world map.Y键在世界地图(world map)上高亮标记该传单关联的地理位置
- Don't save and restore inventory-window and loot-window layout when using a controller. 禁用控制器操作时库存窗口(inventory-window)与战利品窗口(loot-window)的布局持久化逻辑(不保存/恢复位置) These are always positioned automatically at the bottom of the screen.控制器模式下窗口强制居底布局(bottom of the screen),避免手柄操作时界面位置偏移导致的交互障碍
- Fixed inventory-window and loot-window column layout after resizing the screen, when using a controller.解决控制器模式下库存/战利品窗口列布局(column layout)在屏幕分辨率变化时错位/比例失调问题,增加屏幕尺寸变化监-听,强制触发窗口布局重计算(RecalculateLayout)保持列宽自适应比例与底部对齐约束
- Added research progression for metal armor, both scrap welded and proper blacksmithed.金属盔甲(metal armor)新增双轨研究体系:废料焊接(scrap welded)、正规锻造(proper blacksmithed)
- The Debug Item List Viewer will now have columns displaying whether items can be: Crafted, Foraged or Found as Loot调试物品列表查看器(Debug Item List Viewer)新增物品来源标识列:可制作(Crafted)、可采集(Foraged)、可搜刮(Found as Loot),物品元数据表新增craftable/forageable/lootable布尔字段,标识物品获取途径
- Added new sounds for resting on chairs, Old Fashioned Generator, Wood Log Gate为以下交互/物体添加新音效:椅子休息动作(resting on chairs)、老式发电机(Old Fashioned Generator)运行声、原木门(Wood Log Gate)开合与环境互动音效
- Added missing recipe Forge Spade Head, this item had no recipe to create it.为锻造铲头(Forge Spade Head)补全合成配方(recipe),解决该物品因无配方导致的无法制作(no recipe to create it)问题
- Added specific sprint to aim anims for weapon types.为不同武器类型(如手枪/步枪/近战)单独配置冲刺转瞄准动画(sprint to aim anims)
- Added and repointed transition anims to use correct anims for sprint stops添加停止冲刺过渡动画(transition anims for sprint stops)资源文件,重定向动画状态机逻辑至正确动画片段(repointed to correct anims),解决冲刺急停时的动作衔接生硬问题
- Added two new biomes depending if close to a lake or river引入两种水体关联生物群落:湖泊近邻生态区(如湿地/芦苇丛)、河流沿岸生态区(如河滩林/冲积平原),基于地图坐标水体邻近性检测(如与湖泊/河流的欧氏距离阈值判定)动态加载对应生态资源
- Added tracking of Carbohydrates, Lipids and Proteins to the Body window, in General Debuggers option.在身体状态窗口(Body window)的通用调试器选项(General Debuggers)中新增三大营养素追踪面板:碳水化合物(Carbohydrates)、脂类(Lipids)、蛋白质(Proteins)
- Added scaleable sidebar icons侧边栏图标(sidebar icons)支持动态缩放(scaleable)
- Added vehicle.sound.alarm script property to allow a different sound for car alarms than the horn. If the alarm sound isn't specified, the horn sound is used, if any.为车辆脚本添加 独立报警音效属性(vehicle.sound.alarm),允许汽车警报器发出不同于喇叭的声音,如果没有设置报警声音,则使用喇叭声音。
- Added new Chickens foley sounds为鸡(Chickens)添加环境互动音效(foley sounds)如啄食、行走、翅膀拍动等,根据鸡的行为状态(如移动/静止)动态播放对应音效资源 - Add FluidContainer meta-entity system, and push fluidContainer components to meta, so rain collectors will be filled with water when player is away.引入流体容器元实体系统(FluidContainer meta-entity system),将流体容器(如雨水收集器)抽象为轻量化元数据实体,当玩家远离时,系统根据降雨强度与时间流逝自动计算并更新雨水收集器的水量(rain collectors filled with water when player is away),当玩家返回后,fluidContainer 组件从元数据反序列化,同步最新水量至实体实例
Changes to the Lua debugger:
- Added small / medium / large monospaced fonts.新增小/中/大等宽字体(monospaced fonts),采用 Noto Sans Mono 字体
This is the "Noto Sans Mono" font. We use "Noto Sans" for Thai, and "Noto Sans Mono" has the same license (which I included).延续 Noto Sans 字体的泰语(Thai)兼容性,明确声明 Noto Sans Mono 与 Noto Sans 共享相同的 OFL 开源字体许可证(已包含在资源声明中)
- Added a combobox to the Lua debugger that allows switching between small / medium / large font sizes.Lua调试器界面新增字体大小组合框(combobox),支持小/中/大(small/medium/large)三档字体切换
- Source-window line numbers are right justified.源代码窗口(Source-window)行号显示调整为右对齐(right justified)
- Source-window background color was changed from white to gray.源代码窗口(Source-window)背景色由白色(#FFFFFF)调整为中性灰(如 #F5F5F5 或 #EAEAEA)
- AngelCodeFont no longer compresses font textures, this is already the case for most ui textures.AngelCodeFont 字体系统停用纹理压缩(compresses font textures),与多数UI纹理处理逻辑保持一致
- Added "read" checkmarks to print media (brochures and fliers).在印刷媒体(小册子和传单)上增加“阅读”复选标记。
IsoGameCharacter gained these methods:在 IsoGameCharacter 类中新增三个方法
void addReadPrintMedia(String media_id);通过 media_id 更新玩家阅读状态
boolean isPrintMediaRead(String media_id);验证指定印刷品是否已读
HashSet<String> getReadPrintMedia();返回完整已读记录(用于存档/成就系统)
Animals now recognize rivers:动物和水域交互
- If the zone includes some waters tiles (lake, river..) it'll be shown in the zone UI.区域加载时遍历所有地块(tile),如果该区域包含一些水域标签(water_type)(如湖泊、河流等),则会显示在区域UI中
- Animals will try to drink from river they can access before anything else.动物会尝试先从它们能到达的河流中饮水
Changed some behavior to eat grass.调整了部分行为以支持吃草功能
- Animal will now look around him instead of purely under his feet.调整动物AI的观察范围,使其能环顾四周环境,而非仅限于低头查看脚下区域
- made other changes to try and make their behavior more consistent & smart.优化动物AI的逻辑判断与决策机制,使其行为模式更连贯、智能,减少矛盾或随机性,提升整体行为合理性
- Updated a couple of rifle aim anims调整部分步枪瞄准动画的动作细节与流畅度,提升射击时的视觉反馈与操作手感
- Added "Play Music When Paused" audio option.新增「暂停时播放音乐」音频选项,允许玩家在游戏暂停界面保持背景音乐播放,避免音频中断的割裂感
BALANCE
- The ShopLooted story will no longer occur in single-room buildings. Some utility buildings used "electronicstore" or similar roomdefs for their single room, which means that police and bandit zombies could spawn inside them as a looted shop story.
- Added missing craftRecipe allowance for making nailed broken planks.
- Rebalanced Tableleg weapons.
- Chopping Logs and Large Branches into Firewood will produce Splinters; this is so chopping Firewood always produces a tinder item.
- Nails can be used to research the Forge Heading Tool craftRecipe.
- Added the following items: Improvised Screwdriver; Firewood; Firewood Bundle;Firewood with Nails.
- Added recipes to make an Improvised Screwdriver; Chop Firewood from Logs and Large Branches; Bundle Firewood; Unbundle Firewood; Firewood with Nails can be made using the general nails weapon craftRecipe.
- Firewood burns for longer than other wooden items by weight; by chopping Logs and Large Branches into Firewood you increase the length of time that they can be used as fuel for campfires, etc.
- Firewood and Firewood Bundles were added to some loot and story clutter tables.
- Added a wooden clay tool item and a craftRecipe to carve one; the icon and model already existed.
- Make Jar of Produce can also use Seasoning Salt.
- Nerfed Wooden Spade stats, it is supposed to be an improvised, primitive tool and stats were still too close to a standard spade for how easy it can be crafted.
- Updated Smash Watermelon recipe to use its own timed action, so sound and animation issues can be solved.
- Updated recipes that use crucibles so that they need to be empty.
- Updated Melt Sand and Melt Glass recipes to need a lighter or other way to start the fire.
- The MakeScrewdriver craftRecipe can be learned from melee weapon schematics and the Escaping Captivity recipe magazine.
- Added a wooden clay tool item and a craftRecipe to carve one; the icon and model already existed.
- Limited some actions such as drinking and cleaning bandages to fluid sources that contain only water or tainted water
- Updated drinking from IsoObjects (sinks/barrels) to use IsoGameCharacter:DrinkFluid() to ensure correct health effects with all fluid types.
- Characters will no longer autodrink from a bottle that is being filled, the action has to be completed first.
- Added a craftRecipe to carve wooden goblets.
- Reorganized the carving craftRecipe file to order recipes by skill level requirements.
- Added recipe research allowances for Forging Spade Heads to relevant items.
- Added a craftRecipe for sewing a Leather Tool Roll.
- Added a Crafted Baseball Bat item and the craftRecipe to make it. It requires Carving 9, and has to be learned. But also you can research it from wooden Baseball Bats, Large Branches, and Short Bats.
- Increased Campfire capacity to allow use of Buckets for water purification/cooking
- The looted/trashed buildings should have more broken and open doors, and more broken windows, to better signpost their status as looted & trashed.
- Ground floor locked windows in looted/trashed buildings will be unlocked.
- Corpses will now sometimes spawn outside of Trashed & Looted buildings; this is RNG dependant, and also "buildings" don't really have much of a outside footprint, it's basically a row a squares surrounding the building in most cases, so there's not much real estate to work with.
- Trash will also spawn outside of Trashed & Looted buildings on ground squares. Again, not much real estate to work with here.
- Any ground floor locked doors will be destroyed.
- The basements of trashed & looted buildings will be less trashed and looted, proportional to how deep below ground level the individual basement floors may be.
- Halved the maximum size of buildings that can be trashed & looted.
- Reworked the corpse spawning in trashed buildings to use the new corpse spawning code.
- Additionally sometimes trashed buildings will have one or more zombies or corpses of bandits/survivalists/militia in them; this is rare, but as those outfits can have good loot, it will serve as "finding some of the missing loot.
- Reworked how a bunch of trashed build code works; checks to prevent story content occurring in kids rooms was preventing stuff from occurring in areas w/o rooms; in addition to some other checks were being too aggressive in preventing content occurring in some squares.
- Additionally more attention is paid to doors and windows, and locked closed garage doors should be broken.
- Added recipe research progression for several "tool" category items: masonry trowels; masonry chisels; (more) fleshing tool; (more) sickles; tweezers; forceps; files; whetstones; nails and heading tools from nail-spiked weapons; buckets; crowbars; trowels; etc.
- The CarveBat recipe was added to the pool of recipes that can be on a melee weapon schematic.
- Added the Improvised Screwdriver items to some attached weapon definitions. Bandits, Survivalist, and later game zombies may have them attached to or impaled within them.
- Iron and Steel Bars, Bar Halves, Rods and Rod Halves will break into halves when they break, like many other melee weapons.
- It's possible that people may exploit this as a "materials processing" exploit; you should still be able to saw/forge/etc. broken rods/bars into halves as is, and it is arguable that
- Added research progression for pots, cutlery, pans, and saucepans and kettles (although their craft recipes are commented out).
- Rebalanced the skill level requirements for the welded weapons as they were too "bottom heavy".
- Changed MakeSmallScrapWeapon to MakeSawbladeHatchet; it was a multi-recipe that could also make a scrap cleaver, but also there was already a scrap cleaver recipe.
- Halved the time required for the recipe research action.
- Having a Magnifying Glass or Loupe in either hand will further slightly reduce item research time.
- Added research progression for pots, cutlery and pans
- Increased the burn time of the firewood bundle to match unbundled firewood.
- Added an addCorpse function to IsoGridSquare; the code generates and drops corpses in multiple places so having a utility function to use instead will simplify matters.
- A players relevant highest skill level can reduce how long craftRecipes can take to perform; for every level the highest skill level is higher than the highest recipe skill requirement the time required to perform the craftRecipe will be reduced by 5%.
- Fixed times repaired not transferring from the weapon to the blade when dismantling blades. The times repaired inheritance for weapon parts is probably going to have more gremlins to flush out.
- Reorganized welded weapons recipe file by skill level.
- Rebalanced the weapons that can be produced by welding, generally strong reductions in durability, and lesser reductions in damage and criticals.
- The intent of these weapons is to be "crappier" crude versions of "properly crafted" weapons; under ideal circumstances a skilled blacksmith would produce properly crafted real weapons instead of the crude welded weapons.
- Rebalanced some weapons produced by knapping in regards to durability and damage output.
- Fixed several recipes having duplicate condition fields.
- Reorganized the knapping recipe file by skill levels requirements.
- Changed the category of some knapping-related weapon and tool assembly recipes from "Survival" to "Assembly" as almost all weapon and tool assembly recipes are in that category, especially ones involving sticking heads onto sticks like these ones.
- Minor tweaks/simplifications/consistency-ing to some knapping recipes.
- The knapp stone awl craftRecipe requires no skill level to perform.
- Rebalanced several Cudgel type weapons in regards to their damage and criticals.
- Rebalanced the skill level requirements of several improvised weapon recipes involving Carpentry or Maintenance. This is to make the weapon recipes, less bottom heavy, skill level requirement wise, with a more drawn out progression, and providing more room for blacksmithing to be a superior option (assuming materials and workstations).
- Some minor rebalancing of mace and morningstar type weapons.
- Consolidated some code for spawning corpses into IsoGridSquare.
- Added Coffee to the items that can spawn as kitchen countertop clutter.
- Added craftRecipe for making an improvised knife from a machete blade.
- Changed text display strings for Crude Sword/Shortswords and their blades to "Simple" Swords/Shortswords and Blades to be consistent with how most every other crude weapon and tool have had their display name string changed to "Simple".
- Changed display text strings for Crude Whetstone to Improvised Whetstone, as above.
- Spiked bone clubs can be crafted.
- Applied placeholder values to crafted metal armor for Bullet Defense; this isn't very realistic as-is, and is subject to change, but despite being quite low ranging from 5% to 20, ; ideally we will have better handling of armor types versus specific calibers of ammunition at some point, so this is to acknowledge that we aren't ignoring the matter in the meantime.
- The Baseball trait teaches the Carve Baseball Bat craftRecipe.
- Added new display string for WeaponMag7 "Magazine: The Louisville Bruiser", which teaches the Cave Baseball Bat craftRecipe.
- Added some checks to the other looted two building/store stories so that if the looted building option is disabled, those other similar-but-different stories from the "trashed and looted buildings" shouldn't occur. They will also use the same limit on room numbers that the trashed and looted building story uses.
- Modified some general purpose crafting lua code used for Knapping and Carving to be more flexible/robust.
- Added craftRecipes for sawing Wooden Rods from Long Sticks, Tree BRanches from Saplings, and Small Handles from wooden rods. If you have a saw, and a source of Long Sticks/Saplings/Brooms/Mops/Hockey Sticks/etc, you will be able to produce Wooden Rods and Small Handles without any carving beyond carving Saplings and Hockey Sticks into Long Sticks, which doesn't have any skill level requirement.
- Allow players to use liquids from different containers in craft recipes
- Added the item and craftRecipe for a Flint Saw and Scraper.
- This functions as a "crude saw" for some, but not all, craftRecipes (it can so simple/crude work but not fine work), as well as a fleshing tool.
- Saws and Crude Saws can be used to make Log Furniture in addition to Axes that can chop down trees.
- Added the item and craftRecipe for a Twig Broom.
- This does the things that a normal Broom does in regards to cleaning and being able to be used to make spears.
- Made the recipe for making rope from dogbane the recipe for making it from hemp, and the recipes for making twine from dogbane and the recipe for making it from hemp or flax consistent in regards to their tools, durations, etc.
- Added animals skeleton with no heads.
- Balanced butchering meat given.
- Added the Trait "Mason" which provides 2 levels in the Masonry skill.
- Characters with the Mason trait know several workstation building recipes that involve bricks or stone and concrete.
- Adjusted the Masonry skill bonus provided by the Construction Worker profession from +3 to +2; it's probably still too much for the point cost of the profession, but it should at least be consistent with the Mason trait, which is consistent with other Skill traits.
- The Masonry craftRecipe for making Stones from Large Stones provides more XP.
- The Masonry craftRecipe for making Stone Blocks from Stones now requires Masonry 1 and provides XP equivalent with it's level requirement.
- Similarly the recipe for making Small Stone Wheels, Large Stone Wheels and Stone Anvils requires Masonry 2. Some of these arguably should be greater, to provide progression and more XP, but this is the initial rebalancing pass.
- Added stonemasonry recipes for making Stone Maul and Large Axe Heads using a Club Hammer and Masonry Chisel. These have a much higher skill level requirement than the knapping versions, and also don't need to be learned. This is to provide some high level options for the stonemasonry skill, and it doesn't seem unreasonable as well when using proper tools.
- These craftRecipes should eventually require a suitable workstation, such as using a flat boulder, versus being an AnySurfaceCraft.
- Changed how the learned recipe/granted xp messages are presented to the player. Although there is no control available over the duration of the message, the formatting has been changed to hopefully be easier and faster to read.
- Added the DontRecordInput inputFlag to the clay and concrete inputs used to build tiles and workstations.
- Added the item and craftRecipe for a Flint Saw.
- This functions as a "crude saw" for some, but not all, craftRecipes (it can so simple/crude work but not fine work).
- Saws and Crude Saws can be used to make Log Furniture in addition to Axes that can chop down trees..
- Added the item and craftRecipe for a Twig Broom.
- This does the things that a normal Broom does in regards to cleaning and being able to be used to make spears.
- Made the recipe for making rope from dogbane the recipe for making it from hemp, and the recipes for making twine from dogbane and the recipe for making it from hemp or flax consistent in regards to their tools, durations, etc.
- Boosted the durability of the spears made using proper forged spear heads.
- Made the CopyBuildingKey craftRecipe not-researchable; it was too easy for any player to learn it from building keys, and is supposed to be more of a "criminal"/heist type thing.
- Added crafted bone and wood knitting needle items.
- Added craftRecipe to carve bone and wood crafted Knitting Needles.
- Added recipe magazine "Pioneering Carvers" that teaches the Carve Knitting Needles recipe; the recipes for carving bone Awls and Sewing Needles were also moved to this magazine from another one.
- Extend rain fluid dilution mechanics to dilute all fluid types/work on barrels.
- Added the Trait "Inventive" which provides a benefit with learning recipes from items or the autoLearn mechanic by reducing the required level; it still needs an icon.
- Added the Trait "Artisan" which provides +1 to Pottery and Glassmaking; it also still needs an icon.
- Tweaked the math for the level requirement calculations for the research mechanic; it will now round the calculated level to the nearest whole number, instead of always rounding down.
- Added the Flint Saw as a valid input for several crafting and building recipes.
- Added a craftRecipe to saw wooden Baseball Bats and nail-spiked Baseball Bats into Short Bats, which will also reset their condition if damaged.
- Consolidated the second spear dismantling recipe, ReclaimFromSpear2, with DismantleLongerImplement, as both craftRecipes output a broken long stick; the spears this recipe dismantles involved spear heads that have been mechanically attached to the spear shaft and their removal breaks the shaft versus "taped on" spears.
- Added a craftedRecipe DismantleGardenImplement for cases where a broken garden tool handle should be produced, and not a long stick; this should be consolidated with DismantleLongerImplement, but I'm not certain that multiple output mappers currently works as desired.
- Added the input tag ResearchInput; if the input item has recipes that the player can research they will learn them.
- Added the ResearchInput tag to the electronic and radio dismantling recipes.
- Added researchable progression to radio type items.
- Rakes can be dismantled for a Rake Head and broken Long Stick.
- The Siberian Bear Hunting recipe magazine also teaches the recipes for forging spear heads.
- Filleting fish provides Butchering XP and not Cooking XP.
- Balanced butchering further.
- Added rotting stage for animals, currently i only have bloodied skeleton, but rotten corpse (before skeleton) is coming.
- Rebalanced several carving recipe time requirements; they should be more consistent and sensible, as well as more generous in many cases.
- The Wooden Bucket carving recipe requirement has been increased to 4 from 3.
- Several carving recipes, including forks, buckets, goblets and spades, require being learned.
- Appropriate traits teach these recipes and appropriate recipe magazines teach them.
- However, alongside generous autoLearns, there are ways to research all of these recipes.
- Wood Spoons can be used to carve Wood Forks and Boon Spoons and be used to carve Bone Forks. This just makes sense but also allows for cunning XP goblins to double down their gains when crafting carved tableware.
- The Wooden Trowel can now be used like a Hand Trowel alongside being able to be used as a Plaster Trowel and a Masons Trowel.
- Adjusted the autoLearn requirements for some carving recipes in that they were too generous; they are still generous.
- Tires and Tires Pieces both provides less Tire Armor research recipes, only teaching Shin and Forearm Armor; however crafting those and researching them will teach additional tire armor recipes.
- Consolidated the metal mask craftRecipes by material into one recipe.
- Ammo Straps, Double Holsters and Crafted Hide Holsters can be cut up for a leather strip and buckle alongside Belts.
- Fixed some errors with "Base.Base." in some craftRecipe scripts.
- The durability of stone, bone, and simple/crude metal spears was boosted; these all comprise "proper" spears, and as such are being slightly de-nerfed.
- Disabled some lua farming code for handling being damaged by vehicles; it was redundant as it is handled java-side.
- Several disassembly recipes for long and longer type implements were consolidated into one craftRecipe; it's outputMapper should produce the correct head and broken handle for the dismantled object.
- Rebalanced Animal Bone club-type weapons.
- Added craftRecipes for processing Copper, Gold and Silver scrap, sheets, and bars.
- Added craftRecipes for forging Goblets and metal Cups.
- Restored craftRecipes for forging copper Kettles and Saucepans.
- Added craftRecipes for processing copper items into Copper Scrap; Copper Scrap can be made into Copper Sheets to craft Copper Items.
- Added craftRecipes for forging Gold and Silver Spoons, Butter Knives, and Forks.
- Added craftRecipe for forging the Jawbone Morningstar weapon.
- Added craftRecipes for producing Gold and Silver scrap by processing Gold and Silver jewellery.
- Although this will produce any appropriate gemstones for the processed items, this uses procedural OnCreate code to generate them, and they will not be displayed in the crafting UI; this is a case where it's not practical to include that information in the crafting UI due to specificities of the craftRecipes in question.
- With this players should be able to generate Blacksmithing XP by producing Gold and Silver tableware, goblets, cups and masks, by scrapping Gold and Silver jewellery and producing Gold and Silver sheets from the scrap.
- Added recipe for rendering Metal Baseball Bat type weapons into Aluminum Scrap.
- Aluminum Scrap can be used for the Scrap Sheet Metal Weapon craftRecipes.
- Aluminum Scrap can be further rendered into Aluminum Fragments, which alongside Aluminum Foil, can be used for some Bomb and Radio recipes.
- Iron and Steel Scrap can be rendered into Iron and Steel Pieces and can be forged into chunks or bar quarters.
- Adjusted how the yields work for scrapping vehicles; a more useful spread of crafting materials should be produced.
- Adjusted the Carve Short Bat recipe to require a higher skill level, and to be learned, based on feedback; this is taught by appropriate professions, traits and magazines, and can be researched.
- Adjusted the Carve Wooden Spade recipe to require skill level 4 and not 3 also based on feedback.
- The Forge Buckle recipe needs to be learned; this is taught by appropriate professions, traits and magazines, and can be researched.
- Adjusted the weights of some metal scrap items for better consistency with crafting.
- Rebalanced nutrition values for alcoholic beverages.
- Removed XP for sub-dividing Fish Fillets; this was just so oversize Fish Fillets could be made to fit smaller containers, but players were using it as an XP generating exploit.
- Opening canned food with a knife or sharp stone is now AnySurfaceCraft and not InHandCraft; this is to make it less likely for players to unintentionally select this option when opening cans. Additionally with right-clicking you cannot both select the can and knife, and you can break a knife (or your hand) performing this craftRecipe. You should use a surface when stabbing a can open anyways.
- Based on community feedback, mildly nerfed Short Bat class weapons; their minimum damage value was reduced by 0.1, which means that damage, before additional calculations, will be 0.05 less on average.
- This doesn't affect Spiked clubs and Maces, both of which are made from Short Bats; these are endgame Blacksmithing weapons and as such should be meta weapons.
- Increased the Knapping skill level requirement by 1 for the Large Stone Axe Head and Stone Maul Head craftRecipes; looking over community feedback, they have acquired a meta-weapon reputation, their statistics have already been nerfed but as-is they also had remarkably low skill level requirements compared to weapon crafts in general, so this may need to be increased further.
- All bomb/bomb-type weapon items have a maximum condition of 1; this is to prevent them from ever spawning in a "Worn" state from having a condition of less than 1/3rd maximum.
- Added Survival Schematics; they are like other Schematics but teach wilderness and post apocalypse type survival craftRecipes.
- Leather Drying Racks can be built using the Flint Saw item.
- Slight buff to brake-disc type weapons; as heavy-type weapons they were under performing.
- Road kills will now yield way less meat and of poor quality.
- Moved Dig Furrow in the Shovel sub context menu.
- Animals can now be added to graves.
- Butchered meat numbers/value will be reduced with time passed since animal's death (start lowering at 12h).
- This meat can be rotten if the animal stayed dead for too long before butchering.
- Update the status of food for animal dead bodies (so it'll say Stale/Rotten if needed).
- Added animal bodies rotten version, it takes 50h by default (hours for corpse removal sandbox option) to change the animal rotting stage (fresh -> rotten -> bloody skel -> skel -> removed).
- The time until maximum Trashed & Looted buildings has been changed from 56 days to 90 days.
- The Maximum Rat Index sandbox value has been changed from a default value of 100 to 50 and is also hard capped to 50.
- Weapons that do not generate Maintenance XP now have a tooltip warning the player as such.
- Removed the ability to remove buckets from forges.
- Removed XP from researching items.
- Reverted calls for adjustMaxTime in timed actions added in commit 26957 as it led to the multipliers being applied twice.
- Adjusted values in ISBaseTimedAction.adjustMaxTime so that unhappyness and drunkeness have a stronger effect.
- Boosted the xp, in general, for constructing tiles.
- This should now be, minimum, 10xp/per level of skill requirement; 1-6 xp for 0 skill tiles.
- This is because previously, with tile dismantling enabled, xp-wise it was far more productive to destroy tiles than to make them, by a high degree. The xp awards for building stuff were remarkably low compared to dismantling mechanics.
- Sledgehammers can spawn as surface clutter in Farm Storage and Garage roomdefs.
- Restore skull tags in inventory pane for hazardous fluids placed in world.
- Packing eggs in a carton sets the carton's freeze time to the average freeze time of the 12 eggs.
- Restore reserve water to plumbed items when mains is off
- Fixed the "Discovered Recipes and Media" button possibly extending past the edge of the Info panel.
- Updated some buildings on the in-game map.
- Raised unhappiness and drunkenness effects so actions take two times longer to finish if you're at max moodle level in one of them.
- Mild reduction in the chance/amount of armor and weapons that spawn on Survivalist outfit zombies.
- Nerf to the amount and kind of loot in late-game Bandit outfit zombies backpacks.
- Mild nerf to the amount of loot in late-game Survivalist outfit zombies backpacks.
- Both Bandits and Survivalist outfit zombies will have good stuff, they were just nudged to have slightly less good stuff.
- Some appropriate vehicle types have the possibility of spawning a Sledgehammer as part of their trunk loot.
- Extend plumbing FindExternalWaterSource tests to find water sources within range of ALL sprites of a multi-sprite IsoObject (e.g. Bath)
- Slightly reduced Old and Cheap Generators sound radius and volume; they are still louder than the good ones.
FIXES + FORAGING + TECHNICAL
Too many to list in Steam, please check HERE for all.