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Alright, I haven't posted for over a week because the ADHD keeps getting to me and also I was sick so that messed me up but all good now
Anyway, as per usual Engine changes first
os.date() was added to the lua whitelist, I'm not sure why it wasn't since os.time() was already available, which can be used to figure out the date with a bit of math, regardless, this just removes some tedium
Persistent entities will no longer delete themselves if their script crashes, that means they'll just freeze in place and probably be working again when they next reload as long as they don't execute the same broken code, this means that it's much safer to test as NPCs won't be dying randomly if they have an error, which was really bad if they weren't tied to a deed or anything to respawn them
note about the above, that wasn't a bug! that was intended behavior the developers had! it's dumb!
the weird layering with held items and occupants during vore should be corrected now
gui pane canvases can take an input to draw drawables using the same format the game often spits out from getting entity portraits and the like
gui panes can receive entity messages to the player
item pickup range now respects player's scale power and protection stats scale with the sqrt of their size multiplier
gui panes can specify a layer, so hud elements won't make the little "busy" indicator appear over someone's head, fun fact about that, a majority of mods remove that indicator from the game by making it's image empty, SBQ did this in the past, a number of other mods also do this, however some mods try to add it back in, which is why it's so inconsistent whether it's there for people or not, at the very least SBQ's HUD elements don't have to worry about it anymore
the way the humanoid animator reloads for TF is different, and should preserve it's net state, we'll see if this fixes some of the past weirdness with it
mining tools and other 'fireable items' which are ancient pieces of the game's codebase should respect the holder's scale now, this also means, the bigger you are, the more blocks you can break at once (shift still limits to 1 block)
fireable items had player and humanoid lua hooks added to their script contexts
you can easily have rainbow text by using ^rainbow; in a string rather than having to do each color per character
Settings gui panes use metagui build scripts rather than self patching to grab data from other files and therefore should work correctly without having to unpack the mod
Entities settings have their behavior tab available, (behavior itself has not been re-implemented yet)
the sliders in the settings page should no longer get scrunched sometimes
Turbo Digest returns, usable via the Pred Hud or selecting it in the controller radial menu
The Pred HUD returns, actions for occupants work the same as it did before, however the additional buttons for configuring your own settings haven't been added back in yet
Pred Vore prefs will not list settings that the particular species cannot perform, so there should be less confusion over Tail Vore having a setting but not being implemented yet
Digest was made into it's own special damage kind, therefore we could make NPCs not play their damage sound when taking damage from it with effects on, and make the number behave slightly differently from other damage numbers
heal vore is now also a "damage" kind, so it gets its own numbers too, but they have a +
I redid the animations for the size ray and it's projectiles, I like them a lot better now
there is now a "damage" kind for size, therefore, size changes from the size ray instead do incremental growth/shrink with the amount being based on the length of the charge (it will always snap to a multiple of 0.125 or 1/8th)
Distance before fall damage now scales with size, as oddly, fall damage is handled in lua (I am not sure how this interacts with mods that make monsters take fall damage as they don't in vanilla)
There is now a "Rock Candy" craftable per tier up to tier6 at the anvil, consuming this will increase your maximum possible digest power, as well as the maximum size you're allowed to grow, they can also be found in random loot pools, and should match the tier of the planet they're found on (meaning loot ones can go past tier6 if mods add higher tiers)