The first pass of background pixels is now in!
Using the Paintbrush, you can paint on the background using specific materials:
Rose Petal + Egg Yolk (Blender) = Red Paint
Marigold Petal + Egg Yolk (Blender) = Orange Paint
Sunflower Petal + Egg Yolk (Blender) = Yellow Paint
Cut Grass + Egg Yolk (Blender) = Green Paint
Cornflower Petal + Egg Yolk (Blender) = Blue Paint
Violet Petal + Egg Yolk (Blender) = Violet Paint
Wood + Egg Yolk (Blender) = Brown Paint
Calcium Carbonate + Egg Yolk (Blender) = White Paint
Carbon + Egg Yolk (Blender) = Black Paint
(you can also paint using the Slime pixels)
Left mouse button draws to the background and right mouse button erases (you don't get the materials back when erasing - they are all fully renewable). Background pixels do not interact with the simulation - they are more for art and to add aesthetics to builds without interfering with the machinery. They can also exist in blueprints!
Besides that, there are a bunch of bugfixes and quality-of-life improvements!
New UI for the Spaceship Inventory, with horizontal sliders to quickly move materials between the player and ship, and quick amount buttons on the specific transfer dialog
Inventory slots on the HUD can be set to material you don't have in your inventory (with amount 0), and don't automatically clear when empty
QoL: Shift+R rotates the Blueprint in the opposite direction from R
QoL: when updating the search field for Select Material UI, reset the scrollview to the top
QoL: Middle-clicking a material swatch in the material guide & other situations adds it to the inventory slot on the HUD
QoL: the Morph Hammer now considers the drop table of whatever it mines to replace, gives those rolled materials to the player, and tells you what you are picking up in the pickup log
QoL: when updating the Select Material UI, reset the scrollview to the top
BUGFIX: fixed the issue with grass pixels - they should all pick up into "Grass (Cut)" now
BUGFIX: fixed an issue where the NPC super deal and ship stuff could go away when opening an NPC window (had to do with the pin button on the UI remaining focused and hearing the Enter key)
BUGFIX: Silver Wire now counts as a Mechanical Pixel
BUGFIX: added translations for Carbonic Acid
BUGFIX: editor UI may have been missing in previous build; this is now fixed
REACTIONS: Added CaO + HCl -> CaCl + H2O and other related reactions (Slaked Lime + HCl, Limewater + HCl)
MISC: Limestone Gravel is now renamed in the localized string to Calcium Carbonate, and Egg Shell will blend into Calcium Carbonate (the goal is to have a single material for any unique chemical formula, and blending Egg Shell into Limestone Gravel seemed like it would be confusing :))
Added in 1.0.35
BUGFIX: fixed a bug with the display of pixel direction in the lower-left corner label
Added in 1.0.36
BUGFIX: fixed a bug with the selection rectangle of the Blueprint Tool not displaying
Added in 1.0.37
BUGFIX: fixed an issue with consumable items not triggering
Added in 1.0.38
BUGFIX: fixed an issue where transferring everything to the ship (completely empty inventory) would prevent drill / some tools from functioning properly until you picked up some material again
BUGFIX: made the Pinned Filter toggle in the Spaceship Inventory show ALL pinned materials (not just ones in chemical reactions)
Added in 1.0.39
BUGFIX: fixed bugs that were preventing things you had 0 of collected not painting or building in Creative Mode
BUGFIX: suppress visibility of static pixels in inventory and ship inventory lists
There'll be more new stuff coming in the next couple days! Thanks to everyone in the Discord community for some great quality-of-life suggestions and bug reports this week!
and if you haven't already please leave me a Steam review, it really helps me a lot!
-Triplejump