Full notes
Full Fractal Block World update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Workshop
- Performance
Fractal Block World changes
There is now a GUI (in game) for the player to select which mods to use. Mods should be installed in either Data/Packages or Input/Packages (depending on the mod). The mod selection GUI allows the player to select mods and choose the order in which they are applied. This order must agree with the dependency requirements of the relevant mods.
Added new area: the White Rose. This has some health upgrades and 600% armor. We added a White Rose to a secret area in the Mylantis Caves Library. Can you find it?
Added a new area: I3 Clouds. You can use these clouds to refuel on ammo. There are also White Roses in them.
There is a new weapon mode for the laser: the Freeze Ray. This costs 2 ammo and freezes for double the usual amount of time. However the freeze time is "stacking". This can be found at the end of the treasure room in the Deep Sliver Maze.
Added new area: the Deep Sliver Maze. This can be found on the pyramids in Rivers in I3. However you must be inside of a Rainbow Flower inside a Sagittarius Portal inside a Rainbow Flower inside a Sagittarius Portal.
Now when you kill monster projectiles in Pacifist mode, it does not increase your kill count.
When you are in a text box, if you do LCTRL + C, it will copy the text of the text box to your computer's clipboard.
It is now much easier for a modder to add their own weapon to xar. You add a new Lua script for the weapon to Data/Packages/xar/Game/Item. See the files Data/Packages/xar/game_inv_exec.lua and Data/Packages/xar/Item/item_gun_1_1.lua for documentation.
Put a glass wall in front of the debug room of Rainbow Flowers so now it can only be reached by cheating.
You can now sort waypoints by "last used time". Also, the menu shows basic information about the currently selected waypoints: its level, how long since it has been used, and how long since it was first enabled.
Moved the location of the menus to copy and delete players. These are now in Options -> Game Loading/Saving.
One way blocks can now be added via Lua block scripts. See the package_tutorial2 for how to do this.
You can now provide a custom __on_render function for a moving entity. See Data/Packages/xar/MovingEnts/Other/ment_marker_short.lua for an example of this.
There are now API functions for getting the object that the player is looking at. See for example ga_look_object_block_get_chunk_id.
There are now API functions for drawing lines in the world. These can be used inside "__render_augmented" functions. This, together with the API to get the block the player is looking at, makes it easy for a modder to draw a wireframe cube showing what block the player is looking at.
The program is now able to track the exact amount of memory it has allocated. However for performance reasons, to enable this counter you must add the following line to Input/Scripts/program_startup.txt: "set engine.memory.enable_memory_counter true". With this enabled, when you go into the main menu in the upper left corner it will show you how much memory has been allocated. This will be a fraction of what the task manager says the program is using for memory.
We improved memory performance.
Source
Changelog.gg summarizes and formats this update. How we read updates.
