What changed
0 fixes2 additions0 changes0 removals
addedAdded 59 hooks for mods to inject code at various points. These hooks include, but are not limited to:
addedonload -- Evaluated only once, after the module has finished loading ontick -- Evaluated every frame, whether or not a game is in progress onactive -- Evaluated every frame, if a game is in progress and is active (there is not a pending event, the user is not stuck in a menu or cutscene, et cetera) onnewgame -- Evaluated when a new game has begun onturnend -- Evaluated when the turn has ended, after all other logic has processed onturnstart -- Evaluated when a new turn has started, after all other logic has processed onnightmaretriggered -- Evaluted when the user WILL have a nightmare this turn (but may not have actually fired yet) onhavingnightmare -- Evaluated when the user is within a room-based nightmare (not a visual-only nightmare), including Airlock, Containment, Maze, and Nowhere onfatiguegain -- Fires when the player gains fatigue onstressgain -- Fires when the player gains stress onpsychosisgain -- Fires when the player gains psychosis onfatigueloss -- Fires when the player loses fatigue onstressloss -- Fires when the player loses stress onpsychosisloss -- Fires when the player loses psychosis (very rare) onpressuregain -- Fires when the player gains pressure onpressureloss -- Fires when the player loses pressure onarcfinished -- Fires when a story arc completes ondeeploregained -- Fires when deep lore is gained from the observation window onmemoryunlocked -- Fires when the player unlocks a memory (even if they already had unlocked it) oninsanitygained -- Evaluated when the player gains a new random insanity (Does not check certain event or task-specific insanities) onrandomdamage -- Fires when the Director damages a random system (Does not fire when certain events/tasks deliberately damage a specific system) onpassengerdied -- Fires when a passenger dies for any reason onpodscontaminated -- Fires when some or all pods become contaminated onpodcondamage -- Fires when a pod is damaged due to being contaminated onairlocktoggled -- Fires when the inner airlock is toggled onbreakersurge -- Fires when a breaker surge occurs onpowersurge -- Fires when a power surge occurs (random lock or overclock of all systems) onshuffleinsanity -- Fires when the player (generally ANNIE) shuffles insanities onconsolesabotage -- Fires when a console is sabotaged onconsolerepair -- Fires when a console is repaired onsystemglitched -- Fires when a system becomes randomly glitched (may not cover all cases) onpermaglitched -- Fires when a system becomes permanently glitched onsystemdisabled -- Fires when a system becomes disabled (may not cover all cases) onsystemlocked -- Fires when a system becomes locked (may not cover all cases) onsystemoverclocked -- Fires when a system becomes overclocked (may not cover all cases) onsystemhardened -- Fires when a system becomes hardened (may not cover all cases) onsystemlosesoverclock -- Fires when a system loses overclocked (may not cover all cases) onsystemsabotaged -- Fires when the player sabotages a system onsystemrepaired -- Fires when a system is repaired (NOT emergency repaired) onsystemrepairfail -- Fires when a repair fails onsystemerepaired -- Fires when a system is emergency repaired onsystemerepairfail -- Fires when an emergency repair fails onpowertoggle -- Fires when power to a system is toggled (on or off) onbreakeropened -- Fires when a breaker opens onbreakerclosed -- Fires when a breaker is closed onbreakerdamaged -- Fires when a breaker is damaged onbreakerrepaired -- Fires when a breaker is repaired onbreakerreplaced -- Fires when a breaker is replaced onthrusterdamage -- Fires when a thruster is damaged onmemoryapply -- Fires when the player gets their memory bonuses assigned at the start of a new game onapplydilemma -- Fires when the player's dilemma reward or penalty is applied at the start of a new game onscaredofdoors -- Fires when the player panics when interacting with a door due to Entamaphobia ondirectorstart -- Fires when the director (RNG function) starts ondirectorend -- Fires when the director (RNG function) ends ongameloss -- Fires when the game ends in a loss, but before endgame flag is set ongamewin -- Fires when the game ends in a win, but before endgame flag is set oncooldownevent -- Fires when the player is going to get a cooldown event due to having a bad time onreactordamaged -- Fires when the reactor takes damage onobservationtoggled -- Fires when the observation window has been toggled to open or close
Endless Dark changes
addedAdded 59 hooks for mods to inject code at various points. These hooks include, but are not limited to:
addedonload -- Evaluated only once, after the module has finished loading ontick -- Evaluated every frame, whether or not a game is in progress onactive -- Evaluated every frame, if a game is in progress and is active (there is not a pending event, the user is not stuck in a menu or cutscene, et cetera) onnewgame -- Evaluated when a new game has begun onturnend -- Evaluated when the turn has ended, after all other logic has processed onturnstart -- Evaluated when a new turn has started, after all other logic has processed onnightmaretriggered -- Evaluted when the user WILL have a nightmare this turn (but may not have actually fired yet) onhavingnightmare -- Evaluated when the user is within a room-based nightmare (not a visual-only nightmare), including Airlock, Containment, Maze, and Nowhere onfatiguegain -- Fires when the player gains fatigue onstressgain -- Fires when the player gains stress onpsychosisgain -- Fires when the player gains psychosis onfatigueloss -- Fires when the player loses fatigue onstressloss -- Fires when the player loses stress onpsychosisloss -- Fires when the player loses psychosis (very rare) onpressuregain -- Fires when the player gains pressure onpressureloss -- Fires when the player loses pressure onarcfinished -- Fires when a story arc completes ondeeploregained -- Fires when deep lore is gained from the observation window onmemoryunlocked -- Fires when the player unlocks a memory (even if they already had unlocked it) oninsanitygained -- Evaluated when the player gains a new random insanity (Does not check certain event or task-specific insanities) onrandomdamage -- Fires when the Director damages a random system (Does not fire when certain events/tasks deliberately damage a specific system) onpassengerdied -- Fires when a passenger dies for any reason onpodscontaminated -- Fires when some or all pods become contaminated onpodcondamage -- Fires when a pod is damaged due to being contaminated onairlocktoggled -- Fires when the inner airlock is toggled onbreakersurge -- Fires when a breaker surge occurs onpowersurge -- Fires when a power surge occurs (random lock or overclock of all systems) onshuffleinsanity -- Fires when the player (generally ANNIE) shuffles insanities onconsolesabotage -- Fires when a console is sabotaged onconsolerepair -- Fires when a console is repaired onsystemglitched -- Fires when a system becomes randomly glitched (may not cover all cases) onpermaglitched -- Fires when a system becomes permanently glitched onsystemdisabled -- Fires when a system becomes disabled (may not cover all cases) onsystemlocked -- Fires when a system becomes locked (may not cover all cases) onsystemoverclocked -- Fires when a system becomes overclocked (may not cover all cases) onsystemhardened -- Fires when a system becomes hardened (may not cover all cases) onsystemlosesoverclock -- Fires when a system loses overclocked (may not cover all cases) onsystemsabotaged -- Fires when the player sabotages a system onsystemrepaired -- Fires when a system is repaired (NOT emergency repaired) onsystemrepairfail -- Fires when a repair fails onsystemerepaired -- Fires when a system is emergency repaired onsystemerepairfail -- Fires when an emergency repair fails onpowertoggle -- Fires when power to a system is toggled (on or off) onbreakeropened -- Fires when a breaker opens onbreakerclosed -- Fires when a breaker is closed onbreakerdamaged -- Fires when a breaker is damaged onbreakerrepaired -- Fires when a breaker is repaired onbreakerreplaced -- Fires when a breaker is replaced onthrusterdamage -- Fires when a thruster is damaged onmemoryapply -- Fires when the player gets their memory bonuses assigned at the start of a new game onapplydilemma -- Fires when the player's dilemma reward or penalty is applied at the start of a new game onscaredofdoors -- Fires when the player panics when interacting with a door due to Entamaphobia ondirectorstart -- Fires when the director (RNG function) starts ondirectorend -- Fires when the director (RNG function) ends ongameloss -- Fires when the game ends in a loss, but before endgame flag is set ongamewin -- Fires when the game ends in a win, but before endgame flag is set oncooldownevent -- Fires when the player is going to get a cooldown event due to having a bad time onreactordamaged -- Fires when the reactor takes damage onobservationtoggled -- Fires when the observation window has been toggled to open or close
Another small update today, continuing to flesh out the modding framework on advice from our awesome community on Discord.
onload -- Evaluated only once, after the module has finished loading ontick -- Evaluated every frame, whether or not a game is in progress onactive -- Evaluated every frame, if a game is in progress and is active (there is not a pending event, the user is not stuck in a menu or cutscene, et cetera) onnewgame -- Evaluated when a new game has begun onturnend -- Evaluated when the turn has ended, after all other logic has processed onturnstart -- Evaluated when a new turn has started, after all other logic has processed onnightmaretriggered -- Evaluted when the user WILL have a nightmare this turn (but may not have actually fired yet) onhavingnightmare -- Evaluated when the user is within a room-based nightmare (not a visual-only nightmare), including Airlock, Containment, Maze, and Nowhere onfatiguegain -- Fires when the player gains fatigue onstressgain -- Fires when the player gains stress onpsychosisgain -- Fires when the player gains psychosis onfatigueloss -- Fires when the player loses fatigue onstressloss -- Fires when the player loses stress onpsychosisloss -- Fires when the player loses psychosis (very rare) onpressuregain -- Fires when the player gains pressure onpressureloss -- Fires when the player loses pressure onarcfinished -- Fires when a story arc completes ondeeploregained -- Fires when deep lore is gained from the observation window onmemoryunlocked -- Fires when the player unlocks a memory (even if they already had unlocked it) oninsanitygained -- Evaluated when the player gains a new random insanity (Does not check certain event or task-specific insanities) onrandomdamage -- Fires when the Director damages a random system (Does not fire when certain events/tasks deliberately damage a specific system) onpassengerdied -- Fires when a passenger dies for any reason onpodscontaminated -- Fires when some or all pods become contaminated onpodcondamage -- Fires when a pod is damaged due to being contaminated onairlocktoggled -- Fires when the inner airlock is toggled onbreakersurge -- Fires when a breaker surge occurs onpowersurge -- Fires when a power surge occurs (random lock or overclock of all systems) onshuffleinsanity -- Fires when the player (generally ANNIE) shuffles insanities onconsolesabotage -- Fires when a console is sabotaged onconsolerepair -- Fires when a console is repaired onsystemglitched -- Fires when a system becomes randomly glitched (may not cover all cases) onpermaglitched -- Fires when a system becomes permanently glitched onsystemdisabled -- Fires when a system becomes disabled (may not cover all cases) onsystemlocked -- Fires when a system becomes locked (may not cover all cases) onsystemoverclocked -- Fires when a system becomes overclocked (may not cover all cases) onsystemhardened -- Fires when a system becomes hardened (may not cover all cases) onsystemlosesoverclock -- Fires when a system loses overclocked (may not cover all cases) onsystemsabotaged -- Fires when the player sabotages a system onsystemrepaired -- Fires when a system is repaired (NOT emergency repaired) onsystemrepairfail -- Fires when a repair fails onsystemerepaired -- Fires when a system is emergency repaired onsystemerepairfail -- Fires when an emergency repair fails onpowertoggle -- Fires when power to a system is toggled (on or off) onbreakeropened -- Fires when a breaker opens onbreakerclosed -- Fires when a breaker is closed onbreakerdamaged -- Fires when a breaker is damaged onbreakerrepaired -- Fires when a breaker is repaired onbreakerreplaced -- Fires when a breaker is replaced onthrusterdamage -- Fires when a thruster is damaged onmemoryapply -- Fires when the player gets their memory bonuses assigned at the start of a new game onapplydilemma -- Fires when the player's dilemma reward or penalty is applied at the start of a new game onscaredofdoors -- Fires when the player panics when interacting with a door due to Entamaphobia ondirectorstart -- Fires when the director (RNG function) starts ondirectorend -- Fires when the director (RNG function) ends ongameloss -- Fires when the game ends in a loss, but before endgame flag is set ongamewin -- Fires when the game ends in a win, but before endgame flag is set oncooldownevent -- Fires when the player is going to get a cooldown event due to having a bad time onreactordamaged -- Fires when the reactor takes damage onobservationtoggled -- Fires when the observation window has been toggled to open or close