How to Upload Community Workshop on People Playground

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People Playground - zooi

Some fixes for things + I want to become for walk. Zullen nosotros nou gaan of niet?

1.23.9 - April xiv 2022

Fixed

  • Centrifuge issues on depression settings
  • "Sharing violation" error while compiling mods

ane.23.8 - April 12 2022

Changed

  • Should be impossible for the compiler server to stay live

People Playground - zooi

1.23.vii - April 11 2022

Added

  • Faster mod loading / compilation
  • Pocket-sized Bedrock
  • Fluorescent Lamp
  • Invisible particle projectors are now visible in detail view

Changed

  • Instant death poison is instant once more
  • Made bottle stronger
  • Boat motor no longer electrocutes everything when charged
  • Gunkhole motor now breaks at 800 degrees Celsius
  • Organism inspector now considers an organism with a dysfunctional brain to be fully dead.
  • Small-scale changes to blood pressure calculation
  • Detached limbs no longer have a heartbeat lmao
  • Spotlights emit some softer light as well
  • Modern compiling is now more compatible with older systems

Fixed

  • Decal layer stuff
  • Android arm layer stuff
  • Substructure lift layer stuff
  • Minor optimisations
  • Physics audio volume inconsistencies
  • Minor change to a bus texture 🟥
  • Emergency stop button on lift non working sometimes
  • Celsius*


Annotation for Windows 7 users

Your operating system is obsolete. But if you want to keep using it anyhow, yous volition probably need a lilliputian update:
KB3063858 for 64 bit (probably what you lot need)
KB3063858 for 32 scrap (if your calculator is older than you lot)

People Playground - zooi

1.23.vi - Apr 3 2022

Added


  • "Dynamic" collision mode. Dynamic way switches between detached and continuous based on velocity. It serves as a middle-ground betwixt the ii, existence more reliable than detached mode just not as CPU-hungry as continuous manner.
  • Android "skin" can be burnt off, simply like pre-temperature-update versions
  • Boat motor

Changed


  • Minor optimisations to do with dragging
  • Slowed man internal temperature transfer charge per unit
  • If the heart is stopped or blood flow is blocked, organisms no longer lose all claret pressure immediately
  • Fabricated organisms more vulnerable to hot/cold environments
  • Minor changes to metal touch VFX
  • Save files containing leaf are at present much smaller and will have less time to load/save
  • Leaves will resize with the rest of the foliage
  • Ceiling turret is no longer invulnerable to heat

Fixed


  • Weapons (and other things) not saving their position properly when held by a ragdoll
  • Some spelling inconsistencies
  • Black pigsty not doing the blackness hole thing sometimes
  • Modded liquids will now correctly crusade a contraption to require mods
  • A bug, believe it or not
  • Crate debris fuckery
  • Problems to practice with piston correction
  • Winch connector thing being weird when flipped
  • Android arm decal rendering
  • Moving foliage around in pause way will now bring leaves with them
  • Problem to practise with car doors being broken so being copy-pasted

People Playground - zooi

i.23 - March 28 2022

Added


  • Substructure map
  • Mechanical Belt
  • Resizable Housing (colorable box that maintains a correct texture when resized)
  • Bottle
  • Ability Hammer
  • Copse
  • Bushes
  • Magnum Revolver
  • Bazooka
  • Liquid centrifuge
  • Spot light
  • Normal bike
  • Particle Projector
  • Fundamental triggers now clearly bear witness what fundamental they're assigned to in Detail View. They can also be given a clarification.
  • Contraptions at present have an "info" button. It'll show y'all required mods and another useful information.
  • Some more bone breaking sounds
  • "Slowly heal injuries" is now toggleable
  • "Open in Workshop" push button, if applicable
  • Thumbnail size warning on Workshop upload
  • "Ambient Highpass" setting. It allows the player to set a highpass cutoff frequency for the ambient racket. This is useful if you lot endure from crackling audio issues.
  • Search bar in modern card
  • Better explosion shrapnel. Some explosions will now emit shrapnel (invisible, behave identical to bullets)
  • More wooden strut stress SFX
  • Optional "Cull object under cursor" keybind. It's like Minecraft middle click.
  • Made soap work simply by sliding too
  • Burn down embers (only visible when Fancy Effects is enabled)
  • Laser pointer color can exist changed
  • Organisms take a chance to walk a bit when shot
  • When shot in the head, there is a chance for visual brain affair to wing out
  • Afar SFX. Guns and explosives now accept special sounds that are heard when they're distant.
  • Immigration everything will now reset the map too
  • Overwriting a contraption that you've uploaded to the Workshop and so uploading information technology once more will update the existing Workshop item.
  • Destructible machinery can at present be made indestructible using the context carte
  • Flamethrower flames and burn down extinguisher... puffs (??) now collide with objects, they take no effect on things behind walls
  • Contraptions that depend on mods will now accept a list of required mods added to the description. At that place is no way for me to automatically add together required items to the Steam upload. You need to practice this yourself.
  • For modders: LiquidMixingController. Visit the modding wiki for more information.
  • For modders: the SkipSerialisationAttribute can now be applied to a class equally well. This will exclude the entire component from the serialisation process.
  • For modders: A Map object now has InstantiateOverride. This is an Action that, if non zippo, will be called on map load instead of instantiating the Prefab. The proper container is provided as a parameter.

Changed


  • "Biohazard" category is at present "Chemistry" (FindCategory treats them as the same)
  • Made metronome more than consistent
  • Renamed "Wheel" to "Wooden Cycle"
  • Modest changes to metallic hit effect
  • The exact color of the LED Seedling tin can now be set (this replaces all other LED Bulbs)
  • Broken electronics spark SFX
  • Pistons will go on pushing/pulling. They can no longer be forcibly moved by other objects without them returning to their target state.
  • The Tank is no longer a solid block of metallic. It has an engine and gas tank, but like the car, and its turret base of operations is detachable.
  • Fabricated humans heavier and stronger
  • Claret will no longer spill out when a limb is stabbed. Instead, well-nigh of the claret will stay inside until the sharp object is removed.
  • Reordered some buttons on the contraption button in the toybox
  • Made the nitroglycerin explosion more than powerful again
  • Minor changes to minigun behaviour
  • Made bell a chip less loud
  • Inverse minigun SFX
  • Minor change to rocket launcher SFX
  • Pocket-size change to sniper burglarize SFX
  • Changed 120mm cannon SFX
  • Inverse tank cannon SFX
  • Increased tank barrel weight
  • Increased tank cannon recoil
  • Decreased tank break force
  • Decreased tank speed
  • Tank cage blast is a little more than dangerous and is much larger
  • Decreased ambient sound charge per unit on Humongous
  • Decreased bullet drop
  • Phase link is now only visible in item view
  • Increased default modern compilation duration limit and increased maximum loading time from 60 seconds to 120 seconds
  • Selection outline is a niggling less vibrant
  • Pocket-sized changes to human bruise colour
  • Minor changes to human being blood touch on
  • Increased grenade fuse from ii seconds to iv seconds
  • Mods that use the "Application" identifier are marked as suspicious
  • Rockets launched from the standard rocket launcher will irksome down more than underwater and volition get stuck within immobility fields
  • Decreased activation signal amount warning sound rate
  • Increased activation signal limit
  • Layering changes to the tank
  • Lowered impact strength of bullets on very hard objects (like bulletproof plates)
  • Small changes to brick impact VFX
  • Decal sorting order stuff
  • Made that lilliputian orange matter in the corner of outdated contraptions a bit smaller
  • Small wood impact is a little louder
  • Made sliding sound less loud
  • For modders: deprecated Hover.collider and all wire colliders
  • Removed very low frequencies from ambient hum
  • Pistons now stop working completely when broken
  • Made some bullet bear on SFX a little less loud
  • Increased "stop animation on harm" damage threshold

Fixed


  • Absolutely terrible oversight in the serialisation and deserialisation of wires. Wires should no longer turn pink / disappear later on paste or load. This should also set a whole bunch of other problems to practise with the serialisation of specific objects.
  • An awful design flaw to do with continuous activation signals. This should not introduce whatsoever unexpected behaviour unless you lot expect something to exist cleaved. Some contraptions may rely on this inconsistency, and they will break. Most contraptions will benefit from this and behave a lot more consistently. It should also reduce (pretty much eliminate) activation point limit warnings.
  • Improved fast moving wire operation
  • Debug messages doing the Elevate SELECTED thing.
  • Glass no longer increases detector range if placed in front of a mirror
  • Zombies moving fifty-fifty though they're dead (more deader)
  • Other minor operation improvements
  • Fixed an LED seedling issue that you never noticed
  • RemoveLiquid bug that tin cause liquid underflow
  • Some pumpkin stuff
  • Weird explosion miscalculation (CreatePulseExplosion)
  • Minor firearm bugs
  • Liquidentifier going nuts in lava
  • Bicycle is now made of metal too, merely like the others
  • Problems where explosives could trigger other explosives infinite times
  • Some deletion stuff
  • Soap problems
  • Water making the unabridged map bladder
  • Outlet liquid decal issues
  • Contraption synchronisation can fourth dimension-out (twenty seconds per item, only to prevent an infinite loop in example Steam loses its mind)
  • Toybox scrollbar stuff

Removed


  • Removed liquid pressuriser sound
  • Removed rotor sound
  • Expanded gore is gone

Help me my absurd tank is corrupt

Specific items from one.22 are no longer uniform with 1.23.
These items are:
- 120mm cannon
- 30mm cannon

If your 1.22 save has any of these items, it will no longer work in 1.23. To recover these, merely load them in one.22 and remove the cannons. Save the contraption in ane.22 and load it up in 1.23. Then yous can but add the cannons again.

People Playground - zooi


Preview 1.23 is now live on the preview co-operative.

Please report any bugs here and follow the instructions carefully.

This is a preview co-operative. Practise not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.

1.23 - ?? exist patient please

Added

  • Substructure map
  • Mechanical Belt
  • Resizable Housing (colourable box that maintains a right texture when resized)
  • Bottle
  • Ability Hammer
  • Trees
  • Bushes
  • Magnum Revolver
  • Bazooka
  • Normal wheel
  • Particle Projector
  • Key triggers now conspicuously show what cardinal they're assigned to in Detail View. They can also be given a description.
  • Contraptions now have an "info" button. Information technology'll show y'all required mods and some other useful information.
  • Some more bone breaking sounds
  • "Slowly heal injuries" is now togglable
  • "Open in Workshop" button, if applicative
  • "Ambience Highpass" setting. Information technology allows the player to set a highpass cutoff frequency for the ambient racket. This is useful if you endure from crackling audio problems.
  • Search bar in modern menu
  • Meliorate explosion shrapnel. Some explosions volition now emit shrapnel (invisible, behave identical to bullets)
  • More wooden strut stress sfx
  • Optional "Choose object under cursor" keybind. It'southward similar Minecraft eye click.
  • Fabricated soap work just by sliding too
  • Fire embers (only visible when Fancy Effects is enabled)
  • Organisms have a take chances to walk a flake when shot
  • When shot in the head, there is a risk for visual brain thing to wing out
  • Distant SFX. Guns and explosives now have special sounds that are heard when they're distant.
  • Destructible mechanism can now be made indestructible using the context menu
  • Flamethrower flames and fire extinguisher... puffs (??) now collide with objects, they have no consequence on things behind walls
  • Contraptions that depend on mods will now have a listing of required mods added to the clarification. At that place is no way for me to automatically add required items to the Steam upload. Yous demand to exercise this yourself.
  • For modders: LiquidMixingController. Visit the modding wiki for more data.
  • For modders: the SkipSerialisationAttribute tin now be applied to a class as well. This will exclude the entire component from the serialisation process.

Changed

  • "Biohazard" category is now "Chemistry" (FindCategory treats them every bit the same)
  • Made metronome more than consistent
  • Renamed "Wheel" to "Wooden Wheel"
  • The exact colour of the LED Bulb can now be set (this replaces all other LED Bulbs)
  • Broken electronics spark SFX
  • Pistons will keep pushing/pulling. They tin can no longer be forcibly moved past other objects without them returning to their target state.
  • The Tank is no longer a solid block of metallic. It has an engine and gas tank, just like the car, and its turret base is detachable.
  • Made humans heavier and stronger
  • Blood volition no longer spill out when a limb is stabbed. Instead, nigh of the blood volition stay inside until the sharp object is removed.
  • Reordered some buttons on the contraption button in the toybox
  • Made the nitroglycerin explosion more powerful again
  • Minor changes to minigun behaviour
  • Changed minigun SFX
  • Pocket-size modify to rocket launcher SFX
  • Minor change to sniper rifle SFX
  • Changed 120mm cannon SFX
  • Changed tank cannon SFX
  • Increased tank barrel weight
  • Increased tank cannon recoil
  • Decreased tank suspension strength
  • Decreased tank speed
  • Tank muzzle nail is a little more dangerous and is much larger
  • Decreased ambient sound rate on Humongous
  • Decreased bullet drib
  • Phase link is now just visible in detail view
  • Increased default mod compilation duration limit and increased maximum loading time from lx seconds to 120 seconds
  • Pick outline is a little less vibrant
  • Small changes to human bruise colour
  • Minor changes to human blood affect
  • Increased grenade fuse from 2 seconds to four seconds
  • Mods that use the "Application" identifier are marked as suspicious
  • Rockets launched from the standard rocket launcher will slow downwards more underwater and volition get stuck within immobility fields
  • Decreased activation signal amount warning audio rate
  • Increased activation signal limit
  • Layering changes to the tank
  • Minor changes to brick affect VFX
  • Decal sorting order stuff
  • Fabricated that little orange thing in the corner of outdated contraptions a fleck smaller
  • Small-scale forest impact is a fiddling louder
  • Made sliding sound less loud
  • For modders: deprecated Hover.collider and all wire colliders
  • Removed very low frequencies from ambient hum
  • Increased "stop blitheness on damage" damage threshold

Stock-still

  • Admittedly terrible oversight in the serialisation and deserialisation of wires. Wires should no longer turn pinkish / disappear after paste or load. This should also set up a whole agglomeration of other problems to do with the serialisation of specific objects.
  • An awful design flaw to do with continuous activation signals. This should not introduce any unexpected behaviour unless you wait something to exist broken. Some contraptions may rely on this inconsistency, and they will break. About contraptions will benefit from this and behave a lot more consistently. It should also reduce (pretty much eliminate) activation bespeak limit warnings.
  • Improved fast moving wire performance
  • Debug messages doing the DRAG SELECTED thing.
  • Drinking glass no longer increases detector range if placed in front of a mirror
  • Zombies moving even though they're dead (more than deader)
  • Other small performance improvements
  • Fixed an LED bulb issue that you never noticed
  • Some pumpkin stuff
  • Weird explosion miscalculation (CreatePulseExplosion)
  • Small-scale firearm bugs
  • Bicycle is at present fabricated of metal too, just like the others
  • Issues where explosives could trigger other explosives space times
  • Some deletion stuff
  • Soap problems
  • Outlet liquid decal issues
  • Contraption synchronisation can fourth dimension-out (20 seconds per item, simply to prevent an infinite loop in case Steam loses its mind)
  • Toybox scrollbar stuff

Removed

  • Removed liquid pressuriser audio
  • Removed rotor sound
  • Expanded gore is gone

Why are you updating so slowly?

Because I am working on too many things at the same fourth dimension. However, these past days have been fully focused on People Playground and I've fabricated a lot of progress. More is coming.

People Playground - zooi

1.22.iii - two Dec 2021

Added

  • Accelerator energy weapon
  • Archelix Caster energy weapon
  • Plastic explosive
  • Liquid.GetAll()
  • The inspection display at present shows if the entity has punctured lungs
  • Punctured lungs cause pain
  • SimpleLightingEmitterBehaviour.Instance.Emit
  • A few new pocket-sized Steam achievements
  • A warning that appears whenever the maximum activation point limit is reached
  • You can printing escape to end resizing

Changed

  • Lowered likelihood of punctured lungs
  • Minor change to sniper rifle SFX
  • Bullet wounds can fully heal if properly treated
  • Internal bleeding will heal faster
  • Gave the immobility field a little more health
  • Decreased required temperature for organisms to outset shivering
  • Liquid effect intensity is now oftentimes based on the concentration of the liquid within the container

Fixed

  • Wrong ceiling turret aiming
  • Minor memory leaks (small-scale as in "small catastrophe")
  • Minor functioning improvements
  • Flamethrower issues
  • Key rebinding issue when trying to bind to "escape"
  • Strange problems setting the contents of multiple text displays/radios/hologram displays at once
  • "Previous texture" not e'er working
  • Elevate SELECTED
  • Drag SELECTED
  • Elevate SELECTED

People Playground - zooi

1.22.ii - Nov 10 2021

Fixed


  • Fixed some out-of-bounds stuff once again
  • Made PhysicalBehaviour.IsUnderwater's gear up accessor public

People Playground - zooi

1.22.ane - November nine 2021

Added


  • Mods now show if they have timed out

Changed


  • Decreased likelihood of internal haemorrhage
  • Reconstructor will help heal internal bleeding
  • Watch turret is now a picayune more vulnerable
  • Fireworks tin can explode when shot

Fixed


  • Infrared thermometer incorrect limits
  • Gate double trigger not existing
  • Sentry turret debris issues
  • Wheel disintegration issues
  • "Bleeding" showing upwardly in inspection display despite lack of visual bleeding

People Playground - zooi

1.22 - November 1 2021

Added


  • Much meliorate bells. You tin select a pianoforte fundamental in the context menu.
  • Infrared thermometer
  • Liquid outlet
  • Thermal vision
  • Vases
  • Wire direction snapping
  • Detached 30mm Oestrus autocannon
  • Entities feel momentary pain when stunned
  • "Terminate animation on damage" setting
  • "Set object temperature" context menu choice
  • Escape key escaping things
  • Objects are at present destroyed if they are out of premises for over 5 seconds
  • "Recompile" push button that is shown when a modernistic failed to compile. This way you don't need to restart the entire game when you are developing a mod.
  • Maximum mod compilation duration setting. 10 seconds by default. A modernistic is simply allowed to accept this amount of time for compiling, otherwise its terminated and ignored.
  • Blood decal & particle colours are now accurate to the bodily liquid inside the body
  • Water cleans objects
  • Balloons now pop under pressure level
  • Exit wounds for stabbing
  • Humans can get paralysed if their spine breaks
  • At that place is a chance that an injury punctures the lungs of a human, which can cause low oxygen levels and decease
  • Organisms at present accept specific "vital" spots inside their trunk. For example, head injuries are no longer necessarily a encephalon injury.
  • Organisms can at present bleed internally. Internal haemorrhage can cause many problems, near evidently twitching, slowness, and loss of rest (in case of a head injury). Major internal bleeding results in death.
  • More than intense bullet metal impact sounds
  • If set to "Drain", the claret tank can at present spill into other containers. This ways yous can make finally a nitroglycerin shower. Information technology can as well spill onto non-container objects, but this volition not transfer the liquid furnishings onto that surface.
  • Firearms tin accidentally discharge when dropped
  • Multiselect using shift (by default)
  • Toybox size is now remembered
  • A few optional keybinds
  • Unbind push in keybind menu

Inverse


  • Humans regenerate limb integrity slowly
  • Lowered contraption spawn outline delay
  • Living tissue regenerates visual blunt damage slowly
  • Adapted bear upon damage so that caput injuries are more dangerous
  • Fire kills less quickly
  • Increased general impact damage severity
  • Decreased blood impact particle intensity
  • Decreased bleeding particle intensity
  • Other minor changes to humans
  • Disassembler is more likely to atomize things
  • Increased maximum bullet penetration iterations to 128. This volition make thick, soft obstacles more than penetrable.
  • Some firearm SFX changes
  • Wood impact SFX
  • Increased blood vessel wire transfer speed
  • Small-scale changes to liquid rules
  • Small-scale changes to the machine gun and 30mm cartridge
  • Joint stress sound rate
  • Beam rifle now heats up objects it strikes
  • Blaster bolts estrus up objects that they reflect off of
  • Increased rocket launcher affect dismemberment chance
  • Multithreaded the ambience temperature system
  • The ambient temperature filigree can at present propagate more effectively
  • Replaced "Symphony No.40, Mozart" with "Danse Macabre, Saint Saëns 🎃" in the Jukebox.
  • Minor changes to keybind page
  • "Bear witness selection/freezing outlines" settings is now called "Show hovering highlights". It will also disable the cherry-red wire highlights.

Fixed


  • Pocket-size optimisation
  • Minor issues fixes
  • Weird bandage tool bug where you could attach it to other wires
  • Water splashing being audible from seven light years away
  • Ceiling turret not correctly saving/loading frozen state
  • Syringes non being afflicted by pressure system
  • Accidental overwriting of contraptions
  • Problems where y'all could resize the toybox with eye mouse push
  • Occasional flashes of light when spawning in items
  • Bug causing knockout poison to appear pitch black
  • Center of mass being all messed upwards when the object is resized or flipped
  • Pull/push powers occasionally causing teleportation
  • Disappearing center of mass etc.
  • Accumulator not having a heat shield option
  • Object pooling issue
  • Lingering limb status UI things after deserialisation
  • Conveyor belt pinning serialisation issues
  • Lingering objects after disintegration

Removed


  • The quondam bells. Contraptions with sometime bells in them will still work.
  • PersonBehaviour.AverageAngle
  • "Liquid overflow limb exploding" setting

People Playground - zooi


Preview i.22 is now live on the preview branch.
Please report any bugs here and follow the instructions carefully.

This is a preview co-operative. Do not play on this version of the game unless you are accepting of potential bugs, lag, and peradventure permanently corrupting your save data (or worse).

1.22 - ?? 2021

Added


  • Much better bells. You lot can select a piano key in the context menu.
  • Infrared thermometer
  • Liquid outlet
  • Thermal vision
  • Vases
  • Wire management snapping
  • Detached 30mm HE autocannon
  • Entities feel momentary hurting when stunned
  • "End animation on harm" setting
  • "Fix object temperature" context carte du jour option
  • Escape fundamental escaping things
  • Objects are now destroyed if they are out of bounds for over 5 seconds
  • "Recompile" push that is shown when a mod failed to compile. This mode you don't need to restart the unabridged game when you are developing a mod.
  • Maximum mod compilation duration setting. ten seconds by default. A mod is only allowed to have this amount of time for compiling, otherwise its terminated and ignored.
  • Blood decal & particle colours are at present authentic to the actual liquid inside the body
  • Water cleans objects
  • Balloons at present pop nether force per unit area
  • Exit wounds for stabbing
  • Humans tin can get paralysed if their spine breaks
  • In that location is a hazard that an injury punctures the lungs of a homo, which can cause depression oxygen levels and decease
  • Organisms now have specific "vital" spots inside their torso. For example, head injuries are no longer necessarily a brain injury.
  • Organisms tin now bleed internally. Internal bleeding can cause many bug, nigh plain twitching, slowness, and loss of residuum (in case of a head injury). Major internal bleeding results in death.
  • More intense bullet metal impact sounds
  • If prepare to "Drain", the blood tank can now spill into other containers. This ways you can brand finally a nitroglycerin shower. Information technology can too spill onto not-container objects, only this volition not transfer the liquid furnishings onto that surface.
  • Firearms can accidentally belch when dropped
  • Multiselect using shift (by default)
  • Toybox size is now remembered
  • A few optional keybinds
  • Unbind button in keybind menu

Changed


  • Humans regenerate limb integrity slowly
  • Lowered contraption spawn outline delay
  • Living tissue regenerates visual blunt damage slowly
  • Adjusted touch on impairment and then that head injuries are more than dangerous
  • Burn kills less apace
  • Increased full general bear on damage severity
  • Decreased blood impact particle intensity
  • Decreased bleeding particle intensity
  • Other minor changes to humans
  • Disassembler is more probable to disintegrate things
  • Increased maximum bullet penetration iterations to 128. This volition make thick, soft obstacles more penetrable.
  • Some firearm SFX changes
  • Wood impact SFX
  • Increased claret vessel wire transfer speed
  • Pocket-sized changes to liquid rules
  • Joint stress sound charge per unit
  • Axle rifle at present heats upward objects it strikes
  • Blaster bolts heat upward objects that they reflect off of
  • Increased rocket launcher impact dismemberment take chances
  • Multi threaded the ambient temperature organization
  • The ambient temperature filigree can now propagate more finer
  • Replaced "Symphony No.40, Mozart" with "Danse Macabre, Saint Saëns 🎃" in the Jukebox.
  • Minor changes to keybind page
  • "Prove pick/freezing outlines" settings is now called "Testify hovering highlights". Information technology will as well disable the red wire highlights.

Fixed


  • Small optimisation
  • Pocket-size bug fixes
  • Weird bandage tool bug where you lot could adhere information technology to other wires
  • Water splashing beingness audible from seven low-cal years abroad
  • Ceiling turret not correctly saving/loading frozen state
  • Syringes non being affected by pressure system
  • Accidental overwriting of contraptions
  • Issues where you lot could resize the toybox with middle mouse button
  • Occasional flashes of low-cal when spawning in items
  • Bug causing knockout poison to appear pitch black
  • Centre of mass being all messed up when the object is resized or flipped
  • Pull/push powers occasionally causing teleportation
  • Disappearing centre of mass etc.
  • Accumulator not having a estrus shield pick
  • Object pooling upshot
  • Lingering limb condition UI things after deserialisation
  • Conveyor belt pinning serialisation issues
  • Lingering objects afterward disintegration

Removed


  • The sometime bells. Contraptions with old bells in them volition still work.
  • PersonBehaviour.AverageAngle
  • "Liquid overflow limb exploding" setting

Updated modding wiki

Many new articles have been added to the modding wiki, too every bit a sprite asset browser.

I waited then long for this?

Yes. I am and then sorry. Nosotros've been working on a unlike game besides, which has slowed down this game's development. Now I spend half the day working on the unreleased game and the other one-half on People Playground.

...

...

hudsonthenecolasty1936.blogspot.com

Source: https://store.steampowered.com/news/?appids=1118200&appgroupname=People+Playground&feed=steam_community_announcements

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