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Steam News11 April 20242y ago

1.01.15: Mahogany treetops

New weapon modes added: High Velocity Rockets and Big Radius Rockets. New area in I3: The tops of Mahogany trees. Inside the tree tops there is a smaller tree (the Inner Tree) which is challenging.

Full notes

Full Fractal Block World update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

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addedNew weapon modes added: High Velocity Rockets and Big Radius Rockets.
addedNew area in I3: The tops of Mahogany trees. Inside the tree tops there is a smaller tree (the Inner Tree) which is challenging. Also added Red Mushrooms, which can be found inside Yellow Mushrooms.
addedNow the information displayed on the upper left and upper right of the HUD is specified by Lua scripts. The user can create their own Lua scripts to display whatever information they want. This is done by adding Lua scripts to the directory Input/HUD/SideDisplays. The Lua scripts that are built in are found in Data/Packages/base/Windows/HUD/SideDispalys.
addedNow key bindings are saved for each package in a new directory called PackageState. This way when the player changes back and forth between different packages, they do not need to constantly reset their key bindings for each package. Procedural world generation can now set block variables of the chunk being created. Also procedural world generation can get the block variables of the chunk being created and its parent chunk.
addedNew saved games store the version of the engine that was used when the user first created that player. When the player "reboots" their game, this version number is updated. Now the procedural world generation looks at this version number and if the version is at least 1.02.00 or more, then the world seed is used when generating random numbers. So, new games created after 1.02.00 will look slightly different.

Fractal Block World changes

addedNew weapon modes added: High Velocity Rockets and Big Radius Rockets.
addedNew area in I3: The tops of Mahogany trees. Inside the tree tops there is a smaller tree (the Inner Tree) which is challenging. Also added Red Mushrooms, which can be found inside Yellow Mushrooms.
addedNow the information displayed on the upper left and upper right of the HUD is specified by Lua scripts. The user can create their own Lua scripts to display whatever information they want. This is done by adding Lua scripts to the directory Input/HUD/SideDisplays. The Lua scripts that are built in are found in Data/Packages/base/Windows/HUD/SideDispalys.
addedNow key bindings are saved for each package in a new directory called PackageState. This way when the player changes back and forth between different packages, they do not need to constantly reset their key bindings for each package. Procedural world generation can now set block variables of the chunk being created. Also procedural world generation can get the block variables of the chunk being created and its parent chunk.
addedNew saved games store the version of the engine that was used when the user first created that player. When the player "reboots" their game, this version number is updated. Now the procedural world generation looks at this version number and if the version is at least 1.02.00 or more, then the world seed is used when generating random numbers. So, new games created after 1.02.00 will look slightly different.

New weapon modes added: High Velocity Rockets and Big Radius Rockets.

New area in I3: The tops of Mahogany trees. Inside the tree tops there is a smaller tree (the Inner Tree) which is challenging. Also added Red Mushrooms, which can be found inside Yellow Mushrooms.

Now the information displayed on the upper left and upper right of the HUD is specified by Lua scripts. The user can create their own Lua scripts to display whatever information they want. This is done by adding Lua scripts to the directory Input/HUD/SideDisplays. The Lua scripts that are built in are found in Data/Packages/base/Windows/HUD/SideDispalys.

Now key bindings are saved for each package in a new directory called PackageState. This way when the player changes back and forth between different packages, they do not need to constantly reset their key bindings for each package. Procedural world generation can now set block variables of the chunk being created. Also procedural world generation can get the block variables of the chunk being created and its parent chunk.

New saved games store the version of the engine that was used when the user first created that player. When the player "reboots" their game, this version number is updated. Now the procedural world generation looks at this version number and if the version is at least 1.02.00 or more, then the world seed is used when generating random numbers. So, new games created after 1.02.00 will look slightly different.

Source

Steam News / 11 April 2024

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