Releases: tinyhoot/SubnauticaRandomiser
Releases · tinyhoot/SubnauticaRandomiser
Update to v0.7.0
The fragment update. While still fairly basic, fragments are now randomised and integrated into the logic.
- Add: Fragment randomisation, including config options.
- Cleanup: Internal restructuring to allow for fragments.
- Fix: When randomising for the first time, the seed is now properly added to the config and spoiler log.
Update to v0.6.1
Most of the work here is the huge internal restructuring. True Random / Chaotic mode has also received some love, along with lots of bug fixes.
- Add: Mod menu options for ingredient numbers per recipe.
- Balance: Habitat builder is now a guaranteed recipe by 200m depth.
- Cleanup: True Random is no longer truly random, and has been renamed to Chaotic.
- Cleanup: Restructured the entire logic system.
- Fix: Base pieces can no longer be randomised before the habitat builder and cause impossible recipes.
- Fix: Habitat Builder can no longer feature as an ingredient in base pieces.
- Fix: Limited ingredients can no longer feature too often in a single recipe. This mostly means that recipes can no longer require four cuddlefish eggs all at once.
- Fix: Seeds now properly respect depth restrictions.
Update to v0.6.0
A whole bunch of small fixes in this, definitely one of the largest updates in this little project's history. This update breaks save games from earlier versions.
- Add: Config option to determine the maximum amount of a single ingredient in a recipe.
- Add: Config option to determine depth search time.
- Add: Mod menu option to respect vanilla upgrade chains.
- Add: Mod menu option to theme base parts around a particular ingredient.
- Add: Documentation, shipped with the binary.
- Add: Spoiler log, generated in the mod folder.
- Balance: Basic tanks are now always available by 100m.
- Balance: First ingredient of a recipe is now slightly more random.
- Balance: Rebalanced quite a few raw materials and fish.
- Balance: Simple outposts are now cheaper to establish.
- Cleanup: Restructured recipeInformation.csv. The Ingredients column is gone, but MaxUsesPerGame now exists in its place.
- Cleanup: Savegame in base64seed is now much leaner.
- Cleanup: Vastly improved robustness of CSV reading. The randomiser will also log detailed parsing errors to the standard QMM log.
- Fix: Eggs no longer always use the highest possible number when used as ingredients.
- Fix: Hatching enzymes and blue keys can no longer cause soft locks by showing up as ingredients too early.
- Fix: Low-value ingredients now use a properly random number, instead of skewing to 5.
- Fix: Recipes now yield the correct amount of their crafted material, making pipes has never been easier.
- Fix: Seeds changed in the config.json while the game is running now properly take effect.
- Fix: Upgrades no longer cheat by using a lower total value than they should.
Update to v0.5.1
Changelog:
- Added alien feces to logic
- Fixed hatching enzymes showing up way too early
- Fixed blueprint unlock requirements for plasteel and advanced wiring kits
- Fixed recipes sometimes requiring more ingredients than the inventory has space for
v0.5.0: Merge pull request #8 from Raqzas/dev
Changelog:
- Added config options for fine-tuning equipment, tools and upgrades in recipes
- Added floaters to logic
- Increased value of stalker teeth and cave sulphur
- Improved readability of UI
- Fixed availability of rebreather
v0.4.0
This update will break any saves from earlier versions.
Changelog:
- The randomiser now supports randomising blueprints from databoxes
- Added a more easily shareable seed to config.json
- Added savegame versioning for future safeguarding
- Behind-the-scenes code cleanup