- Added a new GUI config for all surface specific settings that can't be made available in the mod settings. This will let you easily configure all available settings via the in game custom GUI now. It is also possible to import and export settings as a serialized string. (You can still use a custom scenario to configure all settings as well using the template provided.)
- Added a player list tab to the custom GUI so you can see all players on the server, and their locations.
Bugfixes:
- Fixed a minor issue with resource placement not calculating the angle correctly when placing solid resources.
- Removed log spam related to offline enemy protection.
- Fixed an issue with regrowth that was causing log spam about chunks not being tracked properly.
Info:
- Added fish to moats.
- Doubled the default value for "minimum distance to existing chunks". There were some concerns bases might spawn too close together in some cases, this should help alleviate that.
- Changed safe_area radii config to use chunks instead of tiles. Makes more sense for the setting and is easier to visualize distance in chunks. (Older configs should get migrated automatically, but you may want to double check your settings.)
- Fixed that players in holding pen didn't have console permissions to be able to chat with other players before spawning.
Ease of use:
- Renamed scenarios folder to disable the provided template and added a readme file too. This should make it very clear that the scenario is only a template that must MODIFY first before you use it. Don't worry about the scenario unless you are doing headless hosting and don't want to upload a save file everytime.
- Fixed an issue where active radars would block spawn areas from being cleaned up if a player left within the removal window.
- Fixed an issue where regrowth would sometimes delete chunks with vehicles, robots or spidertron in them.
- Added several mods as hidden dependencies to avoid fatal errors on startup due to incompatible load order issues.
Optimizations:
- New implementation of shared electricity should stop any possibility of desync with the old method as well as improve performance. (Uses cross-surface power connections.)
- New implementation of shared items should also improve performance. (Uses linked-chest.)
- Space age support will not be available until some time after it is released. I will need time to test and implement it. For now, this is provided as a feature for experimentation. You can test "secondary" spawns by enabling that feature in the settings, it is currently disabled by default.