Releases: jimmyking9999999/CUCoreLib
Releases · jimmyking9999999/CUCoreLib
Release list
Nightly Build
Automated nightly build from the latest main snapshot!
This is the latest cutting-edge build of CUCoreLib, and may be unstable.
It updates from the scheduled nightly workflow or a manual run on main.
For the changelogs, please refer to CHANGELOG.md.
For most users, it is recommended to use the latest stable release below.
Thanks for testing and reporting issues!
v1.0.2-alpha
v1.0.2-alpha
New Stuff!
- Added a multi-block structure system via
StructureRegistry, for custom structures. Will need to integrate still via the custom-structure-webapp side, though... - Added expanded minigame helper support, subject to change
- Added keybind and keycode-related support
- Added XML documentation comments across the codebase! (this is the large change of the version)
- Added preloading for embedded images for optimization
- BuildingEntites how has a SpawnLayers field
- Added InventoryIconScale field to items
- Embedded locale files now work instead of needing to be bundled alongside the mod
Changes (fixes that might break your mod slightly)
- Expanded settings and locale UX support (locale category work, EN fallback behavior, and menu improvements)
- Updated moodle image defaults to use a
33.33fpixels-per-unit baseline. - Set
BuildingEntitys to default to being Standard placement style instead of None. - Having a light property now doesn't give your item a battery for some reason
Fixes (that are mostly safe)
- Sprite PPU behavior for is no longer fixed.
- Fixed several settings-page interaction issues, thanks @Black-Moss!
- Added console and utility support, thanks @Black-Moss!
- Reduced duplicate-warning noise.
- Added a dedicated multi-block structures docs page
- Refreshed setup, settings, assets, utils, minigame, moodle, and status documentation.
- Documentation, documentation, documentation.
- Battery fixes once more
- Fix console errors with RegisterSpawnEntities
- Added a few enums for clarity
Reminder for mod developers:
- This .dll must be in the
BepInEx/plugins/folder - Your own mod must add an assembly reference to this mod. For non-visual studio users, you must add a reference in your
.csproj(see code block below) - For visual studio users, right click assemblies -> add assembly -> navigate to the
CUCoreLib.dllfile - For more info, see https://cucorelib.jimmyking.dev#setup
<Reference Include="CUCoreLib">
<HintPath>..\PATH\TO\YOUR\CUCoreLib.dll</HintPath>
</Reference>
Happy modding! Try out the new xml docs in your ide.
v1.0.1-alpha
CUCoreLib v1.0.1 alpha
- Hot reload! See https://cucorelib.web.app/docs/debug-testing for more details
- You can now develop your mod without needing to close the game at all! (for basic functionality)
- Automatic sandbox/debug world config
- Fixed tiles not working
- Fixed lifepod in mp
- Fixed
createLocale - Improved webapp, added sitemap
- Added more smart defaults and regular defaults
- Battery fixes
- V4.0.0.0 mp compatibility
- Version checker
- DestroyAtZeroCondition fixes
- Liquid sprite mask
Reminder for mod developers:
- This .dll must be in the
BepInEx/plugins/folder - Your own mod must add an assembly reference to this mod. For non-visual studio users, you must add a reference in your
.csproj - For visual studio users, right click assemblies -> add assembly -> navigate to the
CUCoreLib.dllfile - For more info, see https://cucorelib.jimmyking.dev#setup
<Reference Include="CUCoreLib">
<HintPath>..\PATH\TO\YOUR\CUCoreLib.dll</HintPath>
</Reference>
Enjoy your modding!
v1.0.0-alpha
It's out!
Reminder for mod developers:
- This .dll must be in the
BepInEx/plugins/folder - Your own mod must add an assembly reference to this mod. For non-visual studio users, you must add a reference in your
.csproj - For visual studio users, right click assemblies -> add assembly -> navigate to the
CUCoreLib.dllfile - For more info, see https://cucorelib.jimmyking.dev#setup
<Reference Include="CUCoreLib">
<HintPath>..\PATH\TO\YOUR\CUCoreLib.dll</HintPath>
</Reference>
Enjoy your modding!