Modding Patch Notes: Difference between revisions
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'' '''Note:''' This page is for the Modding Patch Notes only, and should not be confused with [[Development Patch Notes]] or [[Patch Notes|Live Game Patch Notes ]]. Date and time is in the order of YYYY-MM-DD.'' | '' '''Note:''' This page is for the Modding Patch Notes only, and should not be confused with [[Development Patch Notes]] or [[Patch Notes|Live Game Patch Notes ]]. Date and time is in the order of YYYY-MM-DD.'' | ||
{{TOC right|noautonum}} | {{TOC right|noautonum}} | ||
==1.6.0a40== | ==1.6.0a40== | ||
2021-08-09, 23:04 UTC+0 | 2021-08-09, 23:04 UTC+0 | ||
Latest revision as of 19:24, 10 August 2021
Note: This page is for the Modding Patch Notes only, and should not be confused with Development Patch Notes or Live Game Patch Notes . Date and time is in the order of YYYY-MM-DD.
1.6.0a40
2021-08-09, 23:04 UTC+0
- Fixed not be able to remove both built-in and custom tree fields
- Fixed rotation/scaling not working correctly on tree field trees
1.6.0a39
2021-08-09, 18:50 UTC+0
- Added option to render.json to set base floor coord for structures by typeId
- Fixed farm fields not showing correctly on game load
1.6.0a38
2021-08-08, 16:22 UTC+0
- Fixed custom unit data not being read in
1.6.0a37
2021-08-08, 10:11 UTC+0
- Added missing field from render.json base export
- Included units in base export
1.6.0a36
2021-08-08, 09:24 UTC+0
- Plantable fields and tree fields now support custom assets
- Plantable fields and tree fields support different shapes and sizes
- Custom assets from mods should now be unloaded when prefab is unloaded and game should revert to default assets
1.6.0a35
2021-06-28, 17:32 UTC+0
- Farm fields now into abstract plantable and tree fields
- Added trains to codex export
- Upgraded to newer Unity (let me know any issues)
1.6.0a33
2021-03-16, 23:22 UTC+0
- Fixed default prefabs not showing
1.6.0a31
2021-01-26, 16:12 UTC+0
- Merged in latest version of game
- Base codex now exports individual files for buildings, structures and techs
1.6.0a30.2
2020-10-14, 11:09 UTC+0
- Custom harbours now work properly (some properties moved into BuildingPortDataInfo component in buildings.json)
1.6.0a30
2020-10-10, 00:48 UTC+0
- Updated to support custom harbours and boatyards (new dockingLocations in buildings.json)
1.6.0a29
2020-10-06, 20:27 UTC+0
- Fixed reload codex button
1.6.0a28
2020-10-05, 18:16 UTC+0
- Expedition building now matches type of original harbour
- Reload codex panel back in
- Boatyard again now dictates what boats it can build (buildings.json)
- Fixed weird sized buttons when when setting up boat routes
- Fixed issue with sandbox territory setting not working for Mission 7
1.6.0a27
2020-10-05, 13:34 UTC+0
- You can now customise or add your boats (boats.json)
- Fixed issues with vanilla train station (mod train stations not supported yet)
- Merged in latest dev branch
1.6.0a26
2020-10-02, 17:16 UTC+0
- Fixed crashing issue when creating loaded 3d assets in mods
1.6.0a25
2020-09-30, 21:28 UTC+0
- Previous Asset Bundles are now unloaded when reloading mods in-game
1.6.0a24
2020-09-19, 13:46 UTC+0
- Asset Bundles now supported for 3D content. Helper Unity package available here: https://github.com/codebyfire/mod-content-creator
1.6.0a23
2020-09-09, 17:29 UTC+0
- Fixed some mod storage yard issues
- Added collider to animal placeholder
1.6.0a22
2020-09-08, 21:09 UTC+0
- Added category field to StructureInfo structures.json (0 for '* Fixed_FIELDS' (veg, orchard, wheat), 1 for 'CUSTOM_FIELDS' (sheep, cow) . Pasture tile should now show for any implementing the latter.
- "EnclosedFieldInfo, Game" can be used for animal farm fields (cow fences for now).
1.6.0a21
2020-09-06, 10:31 UTC+0
- Fixed bug with space port ships potentially not leaving after resource purchase
1.6.0a20
2020-09-05, 21:15 UTC+0
- Fixed bug with loading a game with any structures (farms etc)
- Added support for animal icons
- Added invisible placeholder for new structures
- Fixed some issues with changes to reputation levels, also * Added string property for custom reputation level description bonus
1.6.0a19
2020-09-05, 14:37 UTC+0
- Added ability to generate your own base codex files (button under Mod Manager)
- Fixed vanilla shaft mine (mod shaft mine still WIP)
- Added parsing of animals.json and structures.json
1.6.0a18
2020-09-04, 20:44 UTC+0
- Reloading codex now reloads market prices
- Fixed issues with mod space port
1.6.0a17
2020-09-03, 20:52 UTC+0
- Fixed error with lumberjack hut and priority layers
- Fixed some interface issues after merging in changes from development branch
1.6.0a16
2020-09-03, 17:42 UTC+0
- Fixed error on unloading game
1.6.0a15
2020-09-03, 15:30 UTC+0
- Fixed up issues with mod forestries and mod surface mines
1.6.0a14
2020-09-02, 21:59 UTC+0
- Fixed mod watchtower soldier not triggering territory
- Fixed issues with mod lumberjack hut - LumberjackHutInfo no longer exists, radius now existing inside each instance of BuildingProductionLumberjackHutDataInfo (see latest buildings.json)
1.6.0a13
2020-09-01, 23:17 UTC+0
- Fixed Colony Ship unloading location (special storage) not reading dynamically from codex
1.6.0a12
2020-08-30, 20:25 UTC+0
- Added BuildingInfo property 'doesRequireLandOwnership'
- Fixed issue with omitting 'resourceCategoriesDict' from ui.json
1.6.0a11
2020-08-29, 18:28 UTC+0
- Fixed production rates on mod sheep farms and cow farms
- Mod wheat farms, orchards, vegetable farms, monuments and space ports should now function correctly
1.6.0a10
2020-08-29, 11:25 UTC+0
- Mod sheep farms and mod cow farms should now function correctly
- Fixed idle workshop notification not triggering with status change of a mod workshop
1.6.0a9
2020-08-27, 21:43 UTC+0
- Removed hard-coded references to workshops. Research panel now should allow research at any building with BuildingResearchDataInfo component
- Removed hard-coded references to watchtowers. Now uses 'canAttack' property of BuildingMilitaryDataInfo when placing.
1.6.0a8
2020-08-24, 22:37 UTC+0
- Fixed error generated by placeholder when using L2 or L3 of new buildings
- Tech panel now refreshes categories when codex reloaded
1.6.0a7
2020-08-23, 10:21 UTC+0
- Research panel now dynamically creates category buttons for available techs. Property to reorder them in ui.json
- Loading a savegame now reloads the codex mods too (but only ones currently enabled, so make sure they match the mods that the game was saved with. More work to do on embedding mod info into games)
- Added ability to set bot name list with bot_names.txt
1.6.0a6
2020-08-22, 11:19 UTC+0
- Added 'isPreresearched' property to TechInfo
- Fixed rollover on miscellaneous category icons
1.6.0a5
2020-08-21, 22:49 UTC+0
- Added ability to add/change natural resources
- Added ability to set new miscellaneous category icon (misccategory_200.png)
1.6.0a4
2020-08-20, 21:24 UTC+0
- Fixed builder order not being set correctly from constructionGridBuildingIds in ui.json
- Merged in changes from V1.5.3a1