

Preview 1.24 is now live on the preview branch.
Please report any bugs here and follow the instructions carefully.
This is a preview branch. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
Added
- Liquid canister. This is a high capacity container that is vulnerable to bullets and has a variable buoyancy.
- Painkiller syringe
- Humans will pass out when they experience too much g-force
- Boat motor reverses on red signal
- For modders: support for transparent liquids
- For modders: Liquid.GetDisplayName()
- For modders: BloodContainer.ForceCalculateComputedColor
Changed
- Completely rewrote body shader (this may make humans from older contraptions look weird)
- Blunt damage causes bruising (new look)
- Bullets make bullet holes
- Stabbing makes stab wounds
- Touching hot objects & friction causes burn wounds
- You can switch back to the legacy shaders in the general settings menu
- Important for modders: wound intensity is now inverted (normal). The higher the Z component, the more intense the wound.
Bullet impacts on bodies of water are more intenseStopping time has a shorter transitionAndroids are more durableMinor rendering optimisationsOther minor optimisationsChanged bullet hardness & damage distance calculationsLimbs don't drain their liquid as fast when bone is exposedHumans don't panic as easily when shotHumans wince more when shotHumans and gorses regenerate blood slowly, if they're aliveBullets have 50% more impact forceTritium glows when seen in transparent containersMade punctured lungs more dangerousIncreased g-force resilienceDecreased human drown timeBoiling bodies of water have no buoyancyChanging weather settings like rain, snow, and fog will now happen smoothly instead of abruptly.G-force damage no longer occurs when the organism was frozenImproved distant large explosion soundChanged AK-47 sfxChanged AR sfxChanged Submachine gun sfxChanged Shotgun sfxChanged Sniper sfxSwapped old Rifle sfx for sniper SFXImproved Gorse collisionIncreased explosion shrapnel lethalityMade Ultra Strength Serum more potentDecreased bleeding particles intensityMinor tweaks to entity body temperature mathsIncreased body bullet impact sound volumeGave liquids nicer namesMade human pain animation a little less rigidOrganisms rot slowerIncreased minimum impact damage threshold for limbsHeat capacity is now calculated using object mass in addition to size & material propertiesLowered object to air heat dissipationFixed
- Android circuit layer transparency
- Improved limb liquid circulation
- Fireworks detail view radius visible for too long
- Concrete debris suddenly disappearing
- Made rescaled living entities a little more stable.
- Boat motor saving issues
- Slider disintegration issues
- Unnecessary memory usage
- Electrocution issues
- Workshop upload dialog box being weirdly sized
- Fluorescent bulb glow overlay appearing in front of everything
- Issues :(
- Detectors emitting signals even when broken
- Human flesh layer not covering all bones
Removed
- Removed coagulation concentration calculation