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People Playground›Events›Updates and Workshop
Game update

Updates and Workshop

People Playground · published 7 months ago · build 21823565

All eventsPlayers around this dateRead on Steam

Good morning, good afternoon, good evening, and good night everyone!

The incident

I am not completely done with my confusing, disorganised, haphazardly assembled task list, but I've gotten far enough that I can finally reopen the Workshop without having anything to worry about. Please enjoy and I am genuinely sorry for having it closed for so long.

I'm going to be paying close attention to the Workshop with my eyeballs. You might notice some changes in how the game works, and especially in how it deals with mods. First of all, mods no longer auto-update. They need to be manually approved if their contents have changed. This might cause some issues with mods that edit their contents during runtime. They have to be approved every time you load the game. This is something I have to address in collaboration with modders. This should be resolved at some point. The vast majority of mods work fine.

Extra special thanks to mishanya, who has guided me and helped me directly with the mod loader throughout all of this.

What have we learnt from this?

  • I have to pay more attention

  • Wow, I sure need more moderators

  • I can't do this on my own

  • I should've listened

  • Please be careful on the Steam Workshop

Updates

The game has updated to 1.27.7, which provides important changes and improvements which are probably not all that exciting to most of you.

[1.27.7] - February 6 2026

Added

  • Added Stack<>, Queue<>, and others to mod import list

Changed

  • Trust cache now takes mod content hash into account

  • Mods no longer auto-update. They need to be manually approved if their contents have changed.

[1.27.6] - February 4 2026

Added

  • Various new security measures for mods

  • Upgraded mod C# version to C# 9

  • Included AssetBundles, PostProcessing, and Ceras in the mod assembly list

  • BeforeSpawn. This function is called right after the object is instantiated.

Changed

  • Renamed PerformMod to PerformAfterSpawn.

  • AfterSpawn can be null if BeforeSpawn is not, and vice versa


Thank you for reading.

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