

Added "power_value_out" and "load_value_out" outputs to reactor. Added "set_channel" input to wifi components.

UI layout improvements when using an ultrawide resolution. Balanced item prices and fabrication/deconstruction recipes. Improvements to water flow forces: flowing water can push characters around much more heavily now. Characters float in place instead of sinking when staying still underwater. Option to define ambient light values for individual hulls in the sub editor. Added "Output" and "FalseOutput" properties to smoke detector. Made smoke detector logic more accurate (no size restrictions on the size of the fire, the fire doesn't have to be inside the same hull). All content types except UI styles are now hotswappable. Added parameter autocompletion to the "spawnsub" command. Modded servers show up as purple in the server list. Added limping for non-human characters. Increased the threshold for limping and changed the calculations. Destructible shells/armor -> Moloch's shell can now be destroyed. (Dismembering dead bodies was already in the game). Currently enabled only for non-humanoids. Added partial dismemberment for live creatures. Slightly increases loading times if you're not short on memory, you may want to disable the compression from the game settings. Added DXT5 texture compression to reduce memory consumption. Both are functionally identical to internal damage, and treated with the same items. Added two new afflictions: medical items and poisons cause organ damage instead of internal damage and explosions cause deep tissue injuries. Overhauled level layouts and events (longer and more difficult levels). Added 2 new moloch variants: Black Moloch and Moloch Pupa.
#LOGICBOTS WONT RUN FULL#
These new tracks and a couple of others have now also been added to our Supporter Pack.īesides these, there’s a long list of other fixes and improvements – see the full changelog below!
#LOGICBOTS WONT RUN UPDATE#
Please be sure to update your game to be able to host and join servers, and take a look here for the patch contents: Our team has been busy with fixes and small additions for this patch to pave the way for the long-awaited campaign update that we’re releasing next. Time for a minor update – with a changelog longer than that of the latest major update.
