Releases: QuintessentialOM/Quintessential
Releases · QuintessentialOM/Quintessential
Release 0.5.1
Release 0.5.0
Adds:
- Custom campaign hot reloading! Changes to your campaign YAML file will be reflected after pressing the hot reload key, F11 by default.
- Campaigns can now have Sigmar's Garden entries.
- Campaign entries can now have per-entry icons, and have their story panel replaced with the placeholder.
- Custom journals! When any are present, the journal menu displays a new journal switcher at the top left.
- Support for output multipliers in modded puzzles, as well as per-output requirements, that are allowed to be non-multiple-of-6.
- A button to export all atoms to images.
Changes:
- Made numberpad digits and home/end keys bindable.
- Temporary unzipped files are now placed in
UnpackedMods
instead ofMods
, reducing clutter. - The Mods menu now uses a mod's title, instead of its name, for displaying.
- The Mods menu is now larger, and the mods list is now scrollable.
Fixes:
- The "Upload to Steam" button is no longer clickable.
- The "Switch Campaign Left" button not working with 3+ campaigns.
- Various issues with modded production puzzles.
- Various issues with modded polymer outputs.
- A crash when copying modded puzzles.
- A (vanilla) crash when trying to GIF record a solution with 0 instructions. (thanks isaac!)
- A case-sensitivity issue preventing compilation on Linux.
Technical Changes:
- Added
QApi.AddChamberType
helper. - Added
Ui.AssignOffset
andUi.AssignCentre
helpers, intended for use with/byAddChamberType
. - Fixed
PuzzleOption.EnabledIn
crashing in vanilla puzzles. LoadPuzzleContent
now runs before campaigns are loaded. This is required for custom mechanics in campaigns and journals to work properly; this also temporarily breaks RMC.
Release 0.4.0
Adds:
- An extended puzzle editor! You can now set allowed instructions on all puzzles, created modded puzzles, set up modded permissions/options, and modify reagent/product names on modded puzzles.
- Mod icons, displayed on the Mods screen.
- An option to copy all vanilla puzzles to files in the modded format.
- A fallback texture, used whenever a mod specifies a texture that doesn't exist.
- Ability to bind keybinds to F-keys, Insert, Page Up, and Page Down.
Changes:
- Puzzles in the modded format can now be loaded as just regular custom puzzles.
- Custom atoms and parts will only appear in modded puzzles (either in the modded format or from a custom campaign).
Fixes:
- Adjusted a number of offset/unaligned UI elements, including custom atoms in the molecule editor, and off-centred "Press ESC to Cancel".
- The game no longer crashes if a custom puzzle fails to load, instead logging a message and skipping it. Missing atom type errors are also more descriptive.
- The Steam Workshop button no longer crashes if clicked, instead doing nothing.
Code-side improvements:
- Created generic
NoticeScreen
andAtomSelectScreen
s. - Made important
Sim
fields public:field_3818
,field_3821
,field_3822
,field_3823
,field_3826
. - Added
Sim.HeldGrippers
,Sim.FindAtomRelative(Part, HexIndex)
, andSim.FindAtom(HexIndex)
helpers. - Added
Color.FromInts(int, int, int, float)
helper. - Added
QApi.GetSettingsByType<T>()
helper. - Added
UI.DrawCheckbox(Vector2, string, bool)
helper. - Copying a
Molecule
now copies its name too.
Release 0.3.0
Adds:
- Custom campaigns! Defined by a YAML files.
- Support for YAML-based puzzles in custom campaigns, which are more flexible than the vanilla format.
- Customisable keybindings for mods.
- Sorting settings into settings groups, which can be enabled or disabled by other settings.
- Support for mod names & descriptions.
Plus internal changes that reduce the use of obfuscated names in mods.
Use the current release of OpusMutatum to create a modded game instance; place the attached DLL, the Mutatum executable, and required dependencies in your Opus Magnum folder, and run the command:
OpusMutatum merge
Release 0.2.0
Adds:
- Expanded mod list that allows mods to display config options.
- A dependency system, that allows mods to control loading order and require other mods.
Release 0.1.0
Additions:
- Rudimentary mod list, accessible via the exit menu (alongside Options, Controls, Exit)
- Code modding: Added
QuintessentialMod.LoadPuzzleContent
to register part types and atoms in
Fixes: - Custom puzzles now appear on startup correctly
- Solutions to custom puzzles are now loaded correctly
- Fixed the "Missing part of path" crash