Releases: voidcrew/Voidworks
Release list
Voidworks 0.5.35 - Keep game updates when saving
Fixes projects that stopped opening after updating the game code while Voidworks was open.
Workshops add and remove #include lines in your tgstation.dme when you save. If the .dme had changed since the project loaded, for example because you pulled a game update, a Ship Workshop save wrote the editor's older copy back over it. That re-added includes for files the update deleted, such as the removed nanite program hub and programmer, and the project then failed to open. The Planet and Ruin Workshops refused to save instead.
Saves now keep the current .dme and apply only the workshop's own include changes to it.
If a project cannot open because its .dme includes files that are missing, the error now lists them and explains how to restore the .dme. To fix an affected checkout, restore tgstation.dme from the latest game code (in GitHub Desktop, discard its changes), or delete the #include lines the error lists.
Validation: full bundled test suite, including new tests for saving after a game update in the Ship, Planet and Ruin Workshops.
Includes all previous stable features.
Voidworks 0.5.34 - Game code version check
Voidworks now checks that your Voidcrew game code matches the editor when a project loads.
If your game code is older than this Voidworks expects, a notice lists the missing features and asks you to pull the latest game code. Until then, Voidworks turns off features the code cannot use. If your game code needs a newer Voidworks, a notice asks you to update before saving ships, with a button to check for updates.
The game code declares its version in tools/voidworks/compatibility.json. Checkouts without that file are checked feature by feature, so current code is not flagged. Projects that are not Voidcrew are not checked.
This replaces the one-time "Update your Voidcrew code" notice, which appeared regardless of the loaded code.
Validation: full bundled test suite, plus checks against a current game checkout (no warning) and an older one (flagged with its missing features).
Includes all previous stable features.
Voidworks 0.5.33 - Focused preview saves
Ship saves now refresh purchase previews only for the maps you saved, plus any preview that is missing. Other ships keep their committed images and metadata, even if someone changed their maps without regenerating previews, so those ships no longer show up in unrelated diffs.
When other ships' previews are out of date, the preview status says how many were left alone. Help > Ship Purchase Previews > Refresh outdated previews brings every ship up to date on purpose, so the results can be committed separately.
Beta and Stable are now compared during update checks. Beta users are offered the newer Stable release, as an optional switch that never installs automatically, when Stable is ahead of every beta. Stable users who pick the Beta channel are warned instead of being offered an older beta.
Validation: full bundled test suite, including new tests for saves that keep other ships' outdated previews and for Beta falling behind Stable.
Includes all previous stable features.
Voidworks 0.5.32
Supports readable ship preview metadata folders, such as hulls/squab_a.preview.json and modules/phalanx/phalanx_lab_nanite.preview.json, in place of filenames containing encoded slashes.
Saving or refreshing previews migrates metadata automatically once the game checkout has the updated generator. Existing checkouts using the combined manifest or flattened metadata remain supported. Update Voidworks before adopting the game migration.
Unchanged preview images are reused. Metadata cleanup and recovery preserve the folder structure, including modules with matching filenames in different folders.
Voidworks 0.5.31
Supports separate preview metadata for each ship hull and upgrade module, so unrelated ship PRs no longer need to edit one shared manifest after the game migration.
Existing game checkouts remain supported. Updating Voidworks alone keeps their current manifest format; after updating the game code, saving or refreshing previews uses the new format automatically. Update Voidworks before adopting the game migration.
Preview updates reuse unchanged images and back up retired metadata. Switching between old and new game branches is supported.
Voidworks 0.5.30 - Crew deletion fixes
Fixes Ship Workshop controls becoming unresponsive after a rejected crew deletion. The deleted job is restored when the game project cannot accept the edit, and unfinished empty rosters can be discarded.
The Delete job confirmation now stays compact, wraps long job names, and fits within the editor window.
Validation: full bundled test suite, deletion and dialog regressions, and native Ship Workshop deletion/undo/redo checks passed.
Includes all previous stable features. Per-theme module crew editing still requires support in the loaded game source.
Voidworks 0.5.29 - Separate ship names from file names
Voidworks 0.5.29 separates ship display names from file names.
- Rename ship and the Ship name field in Edit ship details now change the player-facing name while preserving map paths, source filenames, and internal game IDs.
- To move files intentionally, use Advanced view > Rename ship files. This preserves the player-facing name and updates the map/source references together.
- File renames open Review & Save before writing to disk. The review lists files to create, update, and remove; both name changes and file renames support Undo/Redo.
Download and extract the Windows x64 ZIP, then run Voidworks.exe, or update through Help > Updates & Release Channel with Stable selected.
The ZIP includes matching source, bundled dependencies, rebuild instructions, and SHA-256 checksums.
Voidworks 0.5.28 - All beta features now stable
Voidworks 0.5.28 brings all published beta features and the latest local editor fixes to Stable.
- Edit DMI sprites with drawing tools, layers, animation controls, import/export, recovery, and live workshop previews.
- Replace sprites on map instances and prefabs with a searchable picker, and open sprite editing directly from Planet Workshop.
- Configure Human, Cyborg, and AI crew roles, choose cyborg models, and validate mapped AI core capacity. Silicon spawning requires matching support in the game project.
- Save workshop changes over external edits with warnings and recovery backups. External-save warnings remain visible above the map.
- Includes every change from 0.5.28-beta.2 and all earlier stable and Planet Workshop beta changes.
Download the Windows x64 ZIP, extract it, and run Voidworks.exe. Existing users can update through Help > Updates & Release Channel with Stable selected.
The ZIP includes the matching source, bundled dependencies, BUILDING.txt instructions, and SHA-256 checksums.
Voidworks 0.5.28-beta.2 - Planet Workshop sprite editing
Planet Workshop now opens the DMI sprite editor directly from planet previews and configuration choices.
- Right-click terrain, features, plants or creatures in a planet preview and choose Edit sprite.
- Edit sprites from biome entries, the choice browser, river materials and baseturf settings.
- Preview sprite changes live on the planet, with Undo/Redo and animated thumbnails.
- Reopening an already-open DMI from another map or workshop refreshes its context preview while preserving unsaved edits and history.
Includes the sprite editor and replacement picker from beta.1, plus all stable 0.5.27 changes. This is a beta prerelease; the stable channel remains on 0.5.27.
The Windows ZIP includes the application, matching rebuildable source, bundled preview dependencies and checksums. Extract it to a folder and run Voidworks.exe.
Voidworks 0.5.28-beta.1 - Sprite editor and replacement picker
This beta includes stable 0.5.27 plus the DMI sprite editor and the new sprite replacement picker.
- Right-click an object or turf and choose Replace sprite. Preview states from its Current DMI, or browse All DMIs with alphabetical filenames and search. Replacement changes the selected instance's appearance while preserving its type and other variables, with Undo/Redo and map saving.
- Create and save a DMI in the sprite editor, then use it on an existing map object. The picker discovers saved project DMIs even when no object type references them yet; Refresh updates the list.
- Edit DMI pixels, layers, selections, directions and animation with live map previews, saving and draft recovery.
- Includes stable 0.5.27's automatic owning-module selection when picking ship items, equipped crew job copying across modules and themes through Ctrl+C/Ctrl+V or the copy dialog, and restored saved Hide settings.
- Preserves the latest stable fixes for map and ship saving, editing commands and smooth pixel dragging.
This is a beta prerelease. Choose Beta in the updater to receive it. Stable remains 0.5.27.
Editable layers are stored alongside the flattened DMI artwork used by BYOND. Other sprite editors may discard those layers when saving the file.
Windows x64: extract the ZIP and run Voidworks.exe. No installer is required. The package includes matching rebuildable source, preview dependencies and checksums.