Full notes
Full The Chemist update
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What changed
- UI and audio
- Workshop
- Fixes
Yohohoho! You heard that right fellow chemists; modding! I know this patch was supposed to be only about introducing the sandbox mode but as I was working on it some demon appeared after which I instantly traded my soul for having Star Wars given back to Lucas and for figuring out how to make the game moddable; and here we are! Waaaait a minute... First off, a proper changelog:
Changelog
Sandbox Mode It is here as you requested!
Unlimited money
All contracts unlocked
Access to many of the internal game parameters through the toggle UI
Access to misc. parameters such as the length of a day
Create your own difficulty and play at your own pace! These parameters can be assigned to presets which can be loaded and saved later on
Use your custom difficulty presets the next time you're starting a new game
Share your difficulties! The custom presets are assigned to save files so they can freely be shared between any fellow chemists.
There are still lots of things that I can expose to the sandbox menu. Let me know what you'd like to see added to the list and I'll look into it!
Modding! This is right now a very primitive idea that I had that I wanted to test out. It will be buggy beyond your wildest dreams but it is a beginning!
Right now you can add new or change the existing of
Contracts
Companies
Expenses
Resources
Loans
Renown levels
Traits
Properties
Events are not moddable yet but I've already got a few theories on how to add them to the list.
An actual workshop support will come later, perhaps in a couple of patches, when the system is running smooth
This is a VERY primitive method right now. I will make it much more smooth as per your feedback and may even end up releasing a separate tool with a GUI
Mods that use game.ini override the difficulty right now. If a mod is enabled that has its own game.ini, that means that your chosen difficulty will not matter.
I will need A LOT of feedback on this. Will open up a separate sub-forum for it.
There is a Mods folder under "\Steam\SteamApps\common\The Chemist\Chemist" , that's where the magic happens. I've written down some basic instructions there but it may take some time till I can ready up an actual documentation about how everything works so till then feel free to ask me all your questions on the modding discussions
Technically, you have access to all the game content meaning that you should be able to rewrite it all and create a whole new setting
Minor additions
2560*1440 resolution support
Some 10ish contracts
Bug fixes
In the basement, between the table and the entrance there was a field where flasks were not being pickable and collision was bugged
Some resources were missing descriptions
A couple of contracts did not have a name
The pouring indicator was not showing up for some people. I have no means of replicating this on my end so we'll have to see whether this fix actually fixes it
Coffee machine sometimes had an indicator like a flask
Some plastic bottles still made continous sound
A couple of trash items were not being registered as trash
-end of changelog There are some bugs that I couldn't fix for this patch, most of them reported by our humble community's beloved TōkËtin . He also had some great ideas such as a daily needs system (food, toilet, water etc.), text typing much like drawing on the whiteboard, toggle-able highlighting of flasks, usable microscobe and so on. I am also aware and am noting down all your requests such as a storage system for flasks and usable water sink. I realize these (and a few more) features have been asked a lot but the thing is that I am one mediocre coder in over my head trying to tackle all this! A few words on the sandbox mode There's almost no limit to the parameters I can expose there from the rain frequency to the coffee MLs. I'll sticky a post for this where you can make requests on what I should be adding to the list. A few words on modding Wow!
Source
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